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Thedudxo

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A member registered Nov 03, 2018 · View creator page →

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Oooo Shiny

I snapped together a room and slapped on some scene settings.


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Volumetric fog enhances the effect of lights.
Bloom.... Blooms.


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A reflection probe tries to convince you that we know what's behind your back.
We do. But the shiny thing doesn't.


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Ignore the not interesting T-posed textured individual placed internally.
The texture definitely isn't  the face of a tutor.


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I definitely used it because 'it was the only texture with skin.'
Don't ask why it was in our project in the first place.


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I meshed taped the seam between wall and ground. You can see what a difference this makes, the corner is not mesh taped.


Mesh tape is hard to alliterate with. so I'll just say mesh tape some more. 

Mesh tape, Mesh tape
Mesh tape.


MeshTape Meshtape = new MeshTape(Mesh.tape);
Meshtape.TapeMesh(Mesh);


Mesh tape doesn't actually require any code.


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Yeah the Jig's up. you're onto us once you go through a door. Well you're onto me I guess, since I put that light there.

Don't worry, this will be solved next devlog :p

I'm definitely not holding back stuff that I've already done for the next one, and if I was, it definitively isn't because this one is a week late.

Warranty void if devlog is a week late.

Warranty void if you received a warranty. I don't actually give those out.
I mean you didn't even buy anything from me so why-
Also I don't think software has that kind of warranty?

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Seamless Modules

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Now that I've got a few bits and bobs, they gotta stick together somehow. I started with the walls, and placed a strip along the entire seam to hide it. Didn't look good. Turns out, you can snap vertices together and along as the texture connects properly there won't be a seam.


PictureThis is the corner section, where the texture has to flip/mirror to match back up with the next straight section. Picturethe Obvious line down the middle is where one object ends and a new one starts. including the small bricks, where there is no seam.
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Been using Instances. This means editing one section will keep the changes on all the other sections. That's super helpful for trying to match up textures.

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I did need a seam at some point on this brick section, but didn't want to have to many seams along the edge of the object. That makes it obvious that they are separate pieces. So I snuck this little crevice in behind the pillar.


Ignorable Information

Seams require stitches, which the engine does not provide in-house. this makes sense, given that its an engine and not a loom. As such, fabric is shipped in via horse and carriage, and occasionally pneumatic tubes. This issue could be avoided if people understood the significant importance of gamelooms alongside game engines. Appropriate loomage also reduces the amount of cheetodust emissions in workstations, due to the doriotocount being more applicable.

Layman's Mumbo Jumbo

 
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 The last two weeks have been all about texturing. Myself and "Drunken Doom Dude" each worked on a trimsheet.

Layman's Explanation

I made some bricks using a program which lets you model in a similar fashion to using clay in real life. I only had to make a few of these, because each brick has 6 sides. each side could be used as a new, original brick.

Techno Mumble Jumble

We used Zbrush to make a high poly sculpt. While TrippleD did his entire sheet in Zbrush, I made Several bricks and laid them out in Maya. We both baked our end result to a flat plane in substance painter, and textured as usual from there.

Ignorable "information"

The high dorito brickable information was roasted onto a square pallete (squallate) which was capable of housing the edgeyness brickables create. positional forces hold the brickables in place, preventing an unleashment of bricktation. Because we can't use traditional mortar as an anti Briktation positional force, instead the squallate is forced into a 2-D environment which cannot facilitate such force in extra dimensions.

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 Above is how the end result looks in unity, using HDRP. Below are the highpoly bricks in maya.
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These are some early versions of the texture, as seen in substance painter. I also wanted to try some versions where the bricks would 'bleed', given that blood is in the title of the game.
Picture Here's what is looks like in maya when were unwrapping UVs. Maya is terrible at showing what the material might look like in unity, so we just used the normal map as Albedo (colour). In simpler terms: Textures can come with different 'maps'. The colour of the texture is one such map, usually called Albedo. In our case, it was really hard to see any details using just the colour, so we used the normal map instead. The normal map shows where all the bumps and crevasses are, and as such has much more detail. Below is how some of the UV's are laid out.
Picture Having to write in layman's and techno mumble is kinda tricky. Regardless of what you understood, please leave some thoughts in a comment :)
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Devlogs originally from here


Timescale:  Half a Year

That's right. Its the final project. We've been allocated 6 months to make a new game. (until the end of the course)

queuing up for matchmaking, a party of 5 banded together in haste.
Translation: There's five of us working on this project. My focus is environment art, and i'll be working together with "DrunkenDoomDude" on that.

Mood Boards

PictureCrypts PictureInterior PictureColour PictureAlt-Colour / Lighting

So what's this game about? I think this trailer mock-up will sum it all up:


Please leave your thoughts/comments below!

officially, 99% of dev time went into the new bucket simulator.

Oh -_- Got it c:

I deehhd eiiiit!

Is the level with the goal of 2 RGB possible?

Brain hurt