Showing posts with label Textures. Show all posts
Showing posts with label Textures. Show all posts

Monday, August 6, 2012

Ooh! I figured out how to make my game look like crap!

Until I work on the shaders, every new thing I add will probably make my game look shittier.  But whatevs.  Over the course of the weekend, I managed to make a whole bunch of changes that manifested themselves in this amazingly beautiful train-wreck of progress:



Yes, those are untextured archers shooting spheres with trail-renderers slapped on them for good measure, untextured trees that I just said "make them green", that skybox texture with the paste on clouds, and a bunch of low-poly plants that, you can't tell from here, I actually made out of origami, photographed, and slapped onto a model.  They will be so super cool.  You know, when they stop being shitty.


See?  You can see the potential here, right?  I swear this will look way better when it has a quality looking texture on it and not GREEN.  UNITY DEFAULT SHADERS MAKE ME GREEN NOW.


And this is the untextured-but-otherwise-finished animated book.  Depending on how much processing power it takes to make this sucker go, I might want to use this for pretty much all of the menus ever.  And maybe just make some interactive books on the iPad for mad cash (zero cash).

Sunday, June 24, 2012

I have way too much to do to ever sleep.

Well, I'm about to turn in for the night.  Progress for the day:




Some pretty sweet-looking leggings, some awful-looking metal that doesn't look at all like aluminum foil, and a tutorial changing room that lets you swap out weapons and character meshes.



Complete with man lanterns!

Good morning!

I was up until 2, then up again at 6, but I think I'm getting better at this whole UV unwrapping thing.  It didn't take me 6 hours just to unwrap the shirt, so I'll call that progress.

The hair, boots and belt are all just messing around with throwing a really basic paper texture on an object.  But I really like the shirt, where I took my time and shaded it and drew on some creases.

The belt and shoes look totally crappy, but I'm not going to rework them until later in the process.  It'll do for now.  Refining is for when you have a product to refine.

I have a prototype in unity.  Looks so good right?  I'm also going through the BurgZerg Hack and Slash tutorials to go through that process of making and refining a game (plus I'm totally cobbling parts of this in shamelessly.) and that one has floating man-lanterns because I was too lazy to hunt through the internet to find a free lamp mesh to steal to make timed lighting.

And I made a skybox that looks like paper.  I need to smooth out the edges, but hey, that's my rule.  Get everything working before you start refining.