Hi Everyone,
I recently started work on the indie game, The Forest. One perk with this contract is that they are allowing me to post work when their monthly patches come out. I plan to update this thread twice a month with what I have been working on.
This represents my first two and a half weeks of work on the project and my first time digging into Unity 5's new features.
From gameplay:
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I have plans to go back and redo the upholstery. Right now it kind of lacks character and I think it would look better with some construction seams and more drapery matching the material.
http://www.artstation.com/artwork/airplane-interior-for-the-forest
I didn't do the lighting and unfortunately we weren't able to use any of the new fancy lighting features in Unity 5. The plane is animated for the crash sequence and then gets placed at different orientations in the world to randomize the player's starting conditions. As a result, things like local reflections probes break (since they don't inherit rotations). The current lighting solution is just point and spot lights.
The only thing the stacked boxes on the blue carpet (behind the seats) there in the 2nd image look like they are floating other than that ace.
http://www.artstation.com/artwork/modern-axe-for-the-forest
Stavass,I believe he links to some write ups he did in the art station link.
Everything is still baked in xnormal but I am just outputting object space and then vertex colors off of several sets of highpoly models. AO and cavity in xnormal are the slowest outputs so it's a huge time saver. I also prefer the look of the cavity masking that zbrush generates.
AO is basically the same process but I drop the subdivisions a few steps to keep zbrush from crashing. I think this Ao took about 5 seconds to calculate and it is totally smooth and clean.
The total time spent to model, texture, and set up materials in unity on this was probably less than an hour:
All the organic stuff is 99% zbrush.
And we finally got heightmap texture blending for static meshes. Here is an example with two of my cave materials: