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Textures, and Designs, and Asset Creation, Oh My!

This week, I created some final pieces to add to the temple, and checked the textures on the finalized pillar assets. The textures worked far better than I had feared, and while they are not quite there yet, we know that they are close. I did need Connor to make them tileable, but beyond that, they should be good to add to all the assets as a first pass, once they are all unwrapped.

Additionally, there were a few design decisions that had to be made as a team, the largest of which was how to keep players from leaving the map or skipping to other parts, considering the temple is very broken. We decided on a few tiered options: We would create soft lose states, where if the player misses a jump or falls down an area that has been destroyed by the ship, the only direction to go would be a ramp back to the play area.


Some updated temple pieces: (the box on the right will be pieces of rubble that can be individually placed around. I used a Veronoi script to achieve these results quickly and easily)


Textures on pillars:


The bricks were very simple to make. Firstly, I created a plane with 10 length and width segments, and then proceeded to inset each of the faces. After that, I deleted the interiors of those new faces, and added noise to each of them, making sure none of the vertices overlapped. Next, I beveled each of the faces outwards slightly, added a little bit more noise to each of the beveled faces, and finally went in, manually adjusting each of the bricks to create a more believable pattern. In this final step though, it was important that I avoided all of the outside edges, or else the pattern would no longer be tileable. As the walls looked very geometric and we have extra space, we decided it would be best to keep them as geometry, rather than making them textures. Each brick is only five polygons and it adds a lot to what would otherwise be very empty flat planes.



In-Game:

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