To make the world seem a little more alive I wanted to add some background environment pieces that can be seen off in the distance. I created a base for these pieces in blender, ensuring they were all very tall so the fog would blend out their bases. I created Two pieces one for rock,Continue reading “Background Environment”
Category Archives: Development
Environmental Development
This is me documenting any decisions I make while producing the final environmental art assets for going home. The pipeline I created for these assets is detailed along with the research I did in my blog post Here. Nearly finished. Finished A giff flying around the finished initial terrain assets. Megan created the small archContinue reading “Environmental Development”
Animating Doreen
(Doreen is the anemone character I modeled. ) To help bring the character to life I wanted to introduce an idle animation for Doreen. My plan was to create something inspired by anemones and to help put fun friendly feel to the character. I had the Idea to make hers arms wave like an anemonesContinue reading “Animating Doreen”
Dialogue control.
In order to fully play test the Level we wanted to implement the dialogue system so the player can be guided around the level as they will be in game. To control the dialogue systems we came up with the idea to use an overarching level controller game object to hold scripts which control whichContinue reading “Dialogue control.”
Play-testing
As the method for creating our environment assets meant these assets were hard to change retrospective to future testing. I suggested to Team lead that before environmental modelling was conducted we should play test the grey box level first. As everyone else was busy I got to work on preparing a new scene for playContinue reading “Play-testing”
Leaf Shader
This is a “follow up” post to my first post about shader development. In this one I explain the in’s and outs of the leaf shader development. I will be building on the understanding of shaders I talk about in my first post, so it’s a good idea to read that first. The first keyContinue reading “Leaf Shader”
Shader Development.
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.”
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”
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”