Just thought I should start up a thread for the newest 3d environment I'll be creating with my team for Bearzerkers. The broad design of the level is grey boxed and the the lighting and colour correction filter on the camera is finalised.
The camera will always be on this fixed isometric angle but will zoom back and forth depending on the multiple players positions (averaging between them and leaving a buffer space for UI).
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If you want to more details of the game then
here's a video on it.
The current thing I am working on is the foliage texture map and heres a screen sot of the wheat that will surround the level. The only thing done for this is the normal and ao with a simple gradient. The albedo and ss texture is not done on it.
The engine used is Unity 5.
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I ended up playing with the lighting,skybox and colour correction filter on the camera as shown below to be less intense. I also decided to replace the collison greybox visual with a simple tileable fence used in prvious levels and started to redo the splat map of the level (not done yet). I started to create more crop lines on the harvest machine so it looked like it would be a hazard to the players and more indicative of the grinders presence.
After one of my co workers told me that wheat could do with some downsizing on the texture map plan I made as it wasn't going to take up much pixel space on screen (which I agree with him) it kindof offset the relation and intended proportion of everything else I planned to put in the texture sheet so I decided to reorganize the planned space better and though of a couple of more extra variants on the vegetation texture sheet (seen in 3).
I then ended up baking the normals for the carrot leaves and adding a gradient of colour to either one to fit in with the scene. I may end up making the carrot shoots a tad bit smaller than shown below.
I'm also planning to added a crop dirt patch to make it look more like a garden patch later on a different texture sheet.
I also started a high poly scultp of the pumpkin which will be symmetrical on x and y axis and made the low poly model of it with the vertex normals facing the correct way. I'm planning on distorting the shape of the pumpkin and making variants on that after baking the high poly later on.
I've continued to bake the ao/normals/ make the low poly mesh of everything planned on the foliage texture sheet. I made a bundle of hay that I was struggling with for a bit in terms of making it fit the style. Not sure if I like how round and soft the leaves for the pumpkin and squash are as the other leaves have a sharper silhouette. I was intending to make four different carrots on the allotted space I gave each a different colour but then decided the change the mesh to be radishes,parsnips and beetroots on top of carrots to give more variation. I also changed the primary carrot leaves on each of them to be a bit more suited to each root vegetable. The normals on the bunched up root vegetables isn't facing the right way ( I initially only intended them to be just sprouting from the dirt) so I'll reverse them for the ones in that position.
I made two 'rogue' meshes/textures to suit the intended farm look. One of them being the crop rows seen in the first image.It blends in with the tiled dirt texture on the splat map and shares an albedo and normal map in the detail map of the tiled dirt texture. The other being a tiled texture for tree bark. I'm referencing a Japanese maple tree and have started making the high poly bakes for the branch variations in the foliage map.
On top of that I spent a while optimizing the terrain mesh and cleaning it up a bit. I then unwrapped both and used separate materials for the playable area and outer viewable area so more detail can be painted into the playable area.
I haven't applied any albedo or specular/smoothness maps to any of assets ( at least the ones that haven't pre-existed in other levels of the game) so I will be trying to do a similar style to the crystal track level below. The setting is meant to be an over grown crystal mine site with haphazardly made surfaces.
Tell me if you see anything wrong with my progress and I'll try to fix it!
The tree is only intended to be used as a background asset outside the outer border of the player area.
Hey quick update. Decided to take a break from plants. I'm using the buildings for another level on this one for now (with the roof colour changed to more of a berry red).
My biggest worry at the moment is that the colour of the houses are going to be overpowering
Gif of progress here :
and a more close up shot here :
I ended up kit bashing the house assets in this and dragged some generic assets found in previous levels onto here aswell. The harvester needs to be shrunk down a bit so it stops colliding with the art in the non playable area and I might add a few things here and there to the splat map for the terrain.