BGP – Day 36

Night before Beta presentation

This was a long day since I spent many hours adding small details to our level. During the day it started with creating a small mesh for a stone that I would use as part of a particle. The particle was a sand/dust particle that would activate when a player uses a elevator. Here it is:

Then I checked the different fires in one of my test levels so that they all looked different from one another and changed the smoke to a darker one, so it looked different from the larger oil fires. Then I implemented them into our level with a correct map structure, so that it will be easy to work with.

While my colleague worked on getting the particles to activate, when entering a certain room in the game, I vertex painted all the rooms and changed all the textures to high resolution textures with tessellation and other features that I have been working with. Here is how they look like now:

MyTestProject - Unreal Ed 2017-05-19_21-48-51.jpg

MyTestProject - Unreal Ed 2017-05-19_21-49-16.jpg

MyTestProject - Unreal Ed 2017-05-19_21-49-45.jpg

And in the end together with one of our programmers we fixed the particles to activate when entering a room but also we added variations to them. By creating three different particles and then have them randomized so that their will be some variation to them. Which created a very cool effect:

I used a vector field to push the particles in different directions which gives it a really dynamic feel. After all this I changed smaller details and moved around some decorations like pillers, water channels and decorations to some of the edges.

 

About Kevin Alonso

2015 Graphics