Development Log 7 - Rhys Griffiths
This sprint I focused on creating some custom ivy for the game.
I used an ivy generator plugin that worked off existing geometry. It was pretty straight forward, but took some experimenting to learn the different controls of the plugin, and figure some parameters that would work. This also required exporting our Unity blockout level to Maya, which meant figuring out some Unity plugins to do so. The renders themselves are taken inside Maya - Maya’s default renderer, Arnold, had some unique settings for transparent image planes that I haven’t figured out yet, so despite applying an alpha map and transparency map, the ivy leaves appear to have black borders within Maya. Rest assured however, that this issue does not exist inside Unity, so I didn’t spend too long trying to solve it.
My last remaining task is to texture the Holy Grail and the Crossbow for the game. Both require unique textures. The UVing has been quite complicated for the crossbow in particular, and I will find a solution to the gemstones on the grail a little later.
There's still a few issues with the UVs here and there, but deadlines are moving close so it's time to move on for now!
Deus Vault
If Quake and Chivalry had a child
Status | In development |
Author | DeusVault |
Genre | Fighting |
More posts
- Development Log 6 - Rhys GriffithsOct 13, 2018
- Development Log 5 - Rhys GriffithsOct 13, 2018
- Development Log 4 - Rhys GriffithsOct 13, 2018
- Development Log 7 - Tom ForwoodOct 11, 2018
- Development Log 7 - Liam McIntoshOct 10, 2018
- Development Log 6 - Liam McIntoshOct 03, 2018
- Development Log 6 - Tom ForwoodOct 02, 2018
- Development Log 5 - Tom ForwoodSep 19, 2018
- Development Log 5 - Liam McIntoshSep 19, 2018
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