Documentation of references and results for the textures I created for some of the environment assets. Wood. (For treasure Chest) Shell (For Spiral Shell. ) The hard part about the shell is that all the texture is aligned with the curve of the shell. Its creating a texture that emulates the shell with-ought the curves,Continue reading “Texture Creation”
Author Archives: Syriph
Final Grass Shader
These are some nice shots of the final grass shader in action. Alongside some coral. The shader is from a blog a guy called Harry Alisavaki’s blog, and I can take no credit for it. https://halisavakis.com/my-take-on-shaders-grass-shader-part-ii/ There was an attempt to create a shader, but in the end a week is not anywhere near enoughContinue reading “Final Grass Shader”
Budgeting
I wrote up my own budget for the project as an exercise, and thought it would be good to document it somewhere so here it is! Vertical Slice/Release Budget.Weekly3d/Programmer: Negotiated £354.9Programmer: £386.83d Artist: £323.52D Artist: £339.214 week project.3D Artists x 2.4529.6 x 23D/Programmer x 1.4968.63D/Programmer/Lead x 1.4968.6 x 1.5 = £7452.9TOTAL: £21480.7Substance £15.39 a month.15.39Continue reading “Budgeting”
Coral Demo Asset Development
Week three and we have been tasked with creating a test asset for project cohesion and to check our workflows. To start this coral asset I created a generic coral mesh inspired by the photos from my coral research. To create the mesh I used the skin modifier around a line of vertices, the skinContinue reading “Coral Demo Asset Development”
Circle Geometry
Sketches of me figuring out how to use maths to create some circular geometry. As you can see this is how we create a circle… Do that around a line and in theory you have a cylindrical structure. In Unity I knocked up a quick prototype to calculate some of the values shown above usingContinue reading “Circle Geometry”
Coral Research
(For procedural generation) Images that contain useful reference for procedurally generated coral. As I had no idea to create something this complex I looked for some examples to take inspiration from. I found one online which was great, and allowed you to download and setup the code etc. form what I could decipher it seemsContinue reading “Coral Research”
Generation In Unity
So with some basic research understood, it was time to move onto something I could use for the project. Turns out FreyaDoes geometry generation as well https://www.youtube.com/watch?v=6xs0Saff940&t=20775s amazing (not all of this 6 hour stream was watch at this point) her tutorial, along with this one https://www.youtube.com/watch?v=64NblGkAabk by Brackeys, allowed me to test out makingContinue reading “Generation In Unity”
Procedural Generation
For Going home we want to do some cool procedural generation. for the coral reefs, and perhaps for some rocks etc. So this is some research Into the basics. This talk from GDC, by Kate Compton is good for an overview. https://www.youtube.com/watch?v=WumyfLEa6bU Her blog also has a lot of good information about generation principles andContinue reading “Procedural Generation”
Grass Development
The shader for the grass in Going home was very similar to what Harry created on his blog (see previous post) As I still lacked the knowledge to create shaders form shaders from scratch I decided to try and adapt Harry’s grass shaders into something usable for Going Home. Here is what harry’s shader looksContinue reading “Grass Development”
Shader Research
This is going to be a compiled list of notes about my shader research. A lot of this is just going to be reading, as I am going in almost completely blind. https://thebookofshaders.com/ Is a great interactive resource. helped me learn the basics. Harry (A guy I found on twitter) makes some great beginner tutorialsContinue reading “Shader Research”