For this week, I worked on all the fixes from last week's in-class critique, as well as sculpting and texturing the ground plane and rock set. I ran into a few issues, mostly involving UVs (or lack thereof) on the sculpts, but I've solved every issue with some help from my peers and worked out a pipeline that I was able to use for the later assets. I found it fairly easy to make the rocks in Orb's style, but I'm not sure the texture on the ground plane quite matches...
Notes from the first critique session:
-make sure there is a nav mesh
-make sure ground plane has collision
-make super simple version of ground plane to use for collision
-only have one level in folder on Perforce
-check on player start height, align ground plane with grid
-decimate in ZBrush to maybe 2000 polys for large rock, 1500 for medium, 1000 for small
-make more of a visual path for player to get up to the monument
-move skull closer to player start, check scale to make sure it fits in the hole
-make sure skull is interactable
-round out corners of play space so it's not so square
-flatten top of space where monument sits
-play with fog levels and atmosphere, create clear lighting scenario
-populate grass/plants with foliage brush
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