![]() ![]() I did a lot of gameplay testing and really found the latest V2 to be the best yet. ![]() ![]() The handle section needs to match the AWM body so I added some interesting cut-ins on the handle part and made it match up with the part above the handle. This stock is not a real stock per say, but a mixture of a stock from another rifle and the previous stock I made. Oh and of course I will make the LOD’s (level of detail) meshes. Just needs a few scratch and wear layers to meet up with the style of the rest of the parts. So amongst doing a lot of testing of last weeks build I got some time to work on the AWM stock and I almost finished it. Here’s some random (non finalized) colour schemes I came up with using the mask. I tried to make sure I could match the colours originally intended by the artist before they new it was going to need a mask. This was kind of a hard mask to make due to all the different shading and highlights, as I only have 3 channels to work with I had to do some pretty tricky stuff with blending on all the different channels. In other news I created a mask for one of the new creatures, the Dart Bug. We learnt a few things about how Unity handles PBR this week, it likes to boost the Fresnel up pretty high as soon as any Specular value is added which causes a severe sheen at glancing angles on the terrain, even though this is annoying, it’s nice to finally know what was causing it. I have plans for lots of other small dressing items like vines and moss along with rotting tree trunks and piles of leaves, stuff like that just to liven up the biome. This week I started on the polish for the biome, made some new rocks of all different shapes and sizes which should allow us to make some more interesting natural land marks. Heres what it looks like so far, please note the projectile and the particle effect are placeholders along with spawn locations and loot. He’ll popup briefly to try and get some attacks in and you’ll need to make the most of these opportunities to get some hits in of your own before he burrows again to reposition. The dart bug can be tricky to spot, he spends most of his time underground and whilst he is burrowed you will see him throwing up debris particles while he is moving. ![]() So far the dart bug is up and running in our internal build but we still need to tweak and refine a few things on him. Once we have the new bug creatures in we will look at solutions for the other creatures like retargetting animations. a creature with a leap attack where the animation controls the leap movement, because the animations run clientside only we have to develop a system that can mimic this movement so it can be synced). Some of you who’ve been following us for a while know we’ve got some other creatures in the backlog but these won’t be ready for 0.4.5.0, they are still missing some animations and/or have animations that are incompatible with our current AI code (ie. The two bugs coming in 0.4.5.0 were our most complete assets having a full set of animations and only requiring minimal code changes for implementation. After getting my head around exporting from Maya for use in Unity I’ve gone through all our unimplemented creatures and brought their assets into the engine ready for setup. ![]()
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