Symbiosis DevDiary #4
LightmappingThis week have almost exclusively consisted of lightmapping. It is not something I have had to much experience with and I was a bit unsure how to approach it. What I knew when I started was to keep all the unwraps as straight as possible and that no faces could overlap. I also knew that the last time I did some lightmapping the result was not all too satisfying. What I have learn though is the importance of keeping the seams straight. I have a faint memory that the projection axis matters, but I have not been able to find proof of this in any tutorial or among the many forum posts I have read. But even if I barley have any clue of what I am doing most of the time, the lightmapped assets we have tried in the engine have showed no problems so far. Something I miss is instructions and discussions about the actual unwrapping of lightmaps instead of the handling and set-up of them in the engine. AlphaThis Thursday we had our alpha-testing where a guest jury came by our office to play though our current build and gave us some much needed feedback. All in all they seemed impressed with what we had accomplished in the short time we have worked on Symbiosis, both those who had never played it before as well as those who tested in the open play-testing almost a week ago. Here is a bonus screen-cap from the alpha build, showing of some of the terrain and environment as well as Lumi and Terras idle animations: |