The Final Form

Published November 16, 2018
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After a bit of motivation trouble earier this week, managed to create a somewhat complicated model in around a day.

I've dubbed him "Pulgator", and if people are curious, here's how he looks closer-up in Blender:

1269290922_PulgatorRenderresize.jpg.a78d602f6c67574f497e604b0bef2c05.jpg

Yeah, I kind of decided to get fancy with baking from a high-poly sculpture, and we both paid for it. I had to actually paint the face manually (with a mixed result), because baking was messing up. And some problems I didn't fix. Also the diffuse texture... Well, it was a nightmare to paint around the (partially messed up) normals, and... Anyway, it's not going to be seen from close-up nor sit on the screen for a long time.

You'll also notice in the video, that I added a moving row. Let's say that the "lava" texture is a work in progress. :) I still don't have any idea about making shaders, so I tried my best by stacking together three layers with the same texture, moving at a slightly different speed. Hopefully that'll be passable?

Finally, maybe it's time to address one old issue: I'm making the level out of separate, one-sided tile models, and I'm getting all kinds of funny lighting problems. Well, by "address" I mean I've got no idea how to. Maybe I should add a back side to all tiles? But the whole setup seems kind of inefficient. Any ideas are welcome.

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5 likes 5 comments

Comments

Rutin

Wow! Nice job on the model. :) I like!  :) 

November 16, 2018 05:15 PM
Septopus

This is wicked!!  Coming together! 

Out of curiosity are you using only Real-time lighting?  Maybe you could get some better lighting for this scene in a fully baked or mixed setup?  It's a small enough scene that it might be a pretty trivial setup.  Just a thought. ;) 

November 16, 2018 05:25 PM
TheCyberFlash

Pulgator is so cool!!! GG

November 16, 2018 05:30 PM
supermikhail

Thanks.

14 hours ago, Septopus said:

This is wicked!!  Coming together! 

Out of curiosity are you using only Real-time lighting?  Maybe you could get some better lighting for this scene in a fully baked or mixed setup?  It's a small enough scene that it might be a pretty trivial setup.  Just a thought. ;) 

The problem is that the lights that are causing issues (or the objects that are having issues with them) are mostly moving.

I don't know if this is a crazy idea, but I'd like to try to stitch the whole level together in the end in Blender, to see if that makes the task easier for Unity.

November 17, 2018 07:57 AM
Septopus

Hmm.. Unity might like that better actually, from a real-time lighting perspective..  I assume that's what you are using?  Make everything into a 3D object and you will probably have fewer bleed issues. ;)

November 17, 2018 10:51 AM
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