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.”

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”

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”

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”

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”

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