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”
Category Archives: Development
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”
Texture Creation
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”
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”
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”