BGP – Day 32

16 hours

During this day I spent 16 hours at the office trying to get everything into the engine also wanting to work when everyone wasn’t in the office. This is because we can’t add everything to our main level without the risk of destroying the project if what we add is conflicting with each other. This mean that only one can work in the main level at one time. Or we need to be very clear with what we are adding and removing. Therefor I felt it would be nice to work undisturbed by these risk and work during the evening/night.

During the day I added textures from one of our artist into the game which didn’t take long, also I created and added a mask for the smaller statues that are supposed to glow when walking close to them while having the power of life equipped. This is what it looks like: 18452010_10154607402010835_651939962_o.png

After this I worked on distance based tessellation, which means that the tessellation will lower if the player is further away. This makes it easier on the computer. Here is two pictures to show the difference on the wireframe on a close up and further away.  closeup.png

Here you can see two sphere using tessellation values, where the one to the right is distance based. Moving further away you can clearly see that the last one to the right have a lower wireframe. furtheraway.png

Moving into the evening I started with cleaning up the material folders in our project. This was done by adding folders to every room which will then hold the materials that exist within that room. All those materials should be instances of the master material, that is in the main material folder. Using this method, any material can be added and removed with ease and if you vertex paint an are, this means that you could change the secondary material and all the painted areas will change with it.

After this I started vertex painting our tutorial room and a hallway leading from it. This is what took most of my time, here is some pictures:

wallsandsand.png

paintedsand.png

fireandsand.png

addedtextures.png

Vertex painting the textures add a smother transitions between the textures resulting in less repetition in the textures. Even though it took some time finishing all this, I was happy with the end result!

 

About Kevin Alonso

2015 Graphics