This is going to be a long post about all things shader. I have been developing two main shaders for this project. The Grass shader which I just added fog functionality too (The rest is just Harry’s grass shader source: https://halisavakis.com/my-take-on-shaders-grass-shader-part-ii/) The second shader while inspired by Harry’s is actually built by your’s truly andContinue reading “Shader Development.”
Author Archives: Syriph
Environment asset workflow
Our team was struggling to come up with a way to create the assets we wanted for our large environment pieces. The problem we had was we didn’t want to bake textures to large environment pieces the same way we have been baking the smaller assets as these files would have to be huge inContinue reading “Environment asset workflow”
Style Guide
Going Home Style Guide Contents Asset Naming/Filetypes: 2 Universal Rules: 2 Folders: 2 Code: 2 Art Assets: 2 Textures: 3 File Structure: 4 Assets: 4 Scripts: 4 Models: 4 Notes: 4 Notes before starting to read. Examples will be contained inside apostrophes to clearly denote what is being referred to. Example: ‘This is an example’Continue reading “Style Guide”
Unity Collab Initiation
This post will document some of my initial work with Unity collab, and how we collated assets/tested the collab system. Initially Megan setup the collab, Once we were all added and had tested initial commits worked as expected. I set about making a style guide for the project as we didn’t have one yet. ThisContinue reading “Unity Collab Initiation”
Texturing The Anemone
Texturing of the character was done using substance painter. I Used a base layer to setup the basic parameters I wanted for the material, and then painted alterations on-top. Additional colours were added by creating a flat layer of colour, and painting in a mask. This workflow allows for easy colour alterations later on withContinue reading “Texturing The Anemone”
Modelling The Anemone
I started with simple Poly modelling for the main body, to create a high quality low poly mesh for use in the game. I used a new object (an Icosphere) and then duplication of these to create the tentacle hair. Once complete I joined the hair together to create one object. With the Low polyContinue reading “Modelling The Anemone”
Detailed texture Creation.
This is going to be an in depth look at the methods I use to create my textures. Specifically the brain coral Texture. (Shown below) The methodology for most texture I create is to start with height information, once you have a strong height map you can use this to inform your colour and roughness/metallicContinue reading “Detailed texture Creation.”
UI Development
I was drafted to do the UI to cover some people who had fallen behind. After looking at a the button setup for a little while in Unity I figured we can have a universal button script, and then have the buttons themselves call the public functions to allow interactivity (All contained in one script)Continue reading “UI Development”
Interaction Script
This is a simple script that allows the player to interact with object in the environment such as pickups. Essentially we have a trigger sphere around our player, when an object is inside this sphere if we hit e, or in this demo’s case the mouse button (Axis can be configured from player settings) weContinue reading “Interaction Script”
Programming camera And Movement
This is the document where I explain how the camera and movement/rotation code works. Camera Code. The bulk of the work is done in two functions. HandleMouseInput(), and HandlePosition(). Essentially we want to create a Dark souls style third person controller. So we want the camera to orbit the player relative to the mouse input.Continue reading “Programming camera And Movement”