BGP#6 – Crunch Week
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Greetings! Lets just open with this video:
I’m tired but still want to work even more on this game. This week there has been a lot to do, since the trailer was to be completed today and will be one of the first things people will see of our game. So this week I’ve worked on textures and spell effects as well as animating a ton of gifs to showcase our models and effects. But boy has it been fun. Many a late night spent in the office working away. The thing that I am most proud of is the diablo-esque wings I made for one of our God powers spell effect. I just sat down with Shader Forge for Unity and played around, and been trying to learn how to create more advanced stuff. Throwing some gifs and images at you.
So yeah, this is what I’ve been doing this week. Next week will consist of the creation of more spell effects and fix the texture for the main menu book model. The spell effects I look forward to immensely. Working with shader forge has been so much fun and when you really try you can make things so amazing looking. Sadly I don’t have any more gifs on the other effects that I made, but I will try to find some time and get some made for the next blog post. As I mentioned before the wings are the effects I am most proud of. It took some time to create but in theory it is quite simple. All I did was create three planes in 3DS Max and made a texture with three rows of the shape of the wings. In shader forge I created a moving gradient mask that controlled the vertex offset of the 3D planes, added the texture through the emissive node and put a moving texture that went through the emissive to make the glow seem more alive. Made a black and white of the wing texture and placed that through the opacity clip to only show the “wings” and then added a fade slider to create the grow effect when the wings first appear and disappear. More of that to come next week! The textures for the environment was not that much of a concern when it came to detail. Since the game is so dark anyway then not much is seen when it comes to detail in the pillar texture for example, so they are quite simple to allow me to work on more pressing things such as feedback for the spells. I could probably have made the UV of the texture so much better had I spent more time on it, but it work for now. In the future if we continue this project (and I truly hope we do pick this up again next year) then I’ll probably fill out the tiny empty spaces there are with textures for small props and such, should work well. So yeah, last week now, sadly. And a lot to do, we’ll see how it goes. But the response we’ve had so far has been great.
And that is all I have to say about that Have a good one! |