In this picture I took one of the shipping containers from the Trainyard area of the level and moved it to the car barricades, adding a little more diversity to the area
Because we only have two car models, it was easy to overuse them when creating the barricade. A simple fix was to create new materials in unity that could be used to add a colour tint to the texture map.
When shadows were added to the game level it soon became apparent that much of the geometry was actually floating a fair distance above ground level. The shadows allowed me to see the problem and alter the geometry height accordingly.
On reflection, I feel that the lack of variety of assets within the scene is down to poor workflow pipeline management, meaning that much of the geometry and environmental assets were left much later than they could have been. Now that myself and my teammates have a better understanding of the work flow and have comfortably embraced production roles, we are able to work far more efficiently, as demonstrated by the speed myself and Andy were able to make essential additions to the game world in the later stages of production.
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