I got caught up with the feedback from last week’s presentation of our current progress. It seems like we’re at a good place overall, but there are some things we need to get done in the next two weeks. We decided that our video will have a first person controller recording going through each of the rooms. We need to fix rooms 2 to 4 to be elevated for the second floor. Room 4 will also have an escalator to return to the lobby. I’ve been working on fixing the lighting color scheme for room #4. It would look better to have cool colors at the beginning and warmer colors as it returns to the lobby, but I need to transition the color variations so they don’t clash. I also need to add some pillows and fix the beanbags to make the dead end spaces look comfier.
I finally finished moving the light balls at random. All I need to do is add a automated movement script to the escalator to move the player controller automatically. I wanted to add baked lighting to reflect the dim light color to the tunnel, but unfortunately, Unity cannot do both at simultaneously. Therefore, I have to create separate light objects to reflect them. Once I have those completed, room #1 will be finished.
Today I started off by helping Quincy bake lights in Room 1 and Quenton build glass walls for the lobby's interview pods in ProBuilder, before returning to work on Room 3. I ended up hating the "dimensional" (more like blocky) nature walls I made, so I reverted back to the flat white ones I started with. I don't have much time to experiment with wall shapes anymore, and it's quite honestly exhausting me to keep messing with them, so I'm just gonna go with the method I've been avoiding: manually position plants one-by-one from the ground up and hope the wall disappears behind them. I mixed a handful of leaf types modeled by different people, then resized & rotated each one slightly after placing them to create enough variation for the eyes. Before the session ended, I remembered the tip from last class and marked the real-time lights' Render Mode as "Important". Flickering solved!
I got caught up with the feedback from last week’s presentation of our current progress. It seems like we’re at a good place overall, but there are some things we need to get done in the next two weeks. We decided that our video will have a first person controller recording going through each of the rooms. We need to fix rooms 2 to 4 to be elevated for the second floor. Room 4 will also have an escalator to return to the lobby. I’ve been working on fixing the lighting color scheme for room #4. It would look better to have cool colors at the beginning and warmer colors as it returns to the lobby, but I need to transition the color variations so they don’t clash. I also need to add some pillows and fix the beanbags to make the dead end spaces look comfier.
ReplyDeleteI finally finished moving the light balls at random. All I need to do is add a automated movement script to the escalator to move the player controller automatically. I wanted to add baked lighting to reflect the dim light color to the tunnel, but unfortunately, Unity cannot do both at simultaneously. Therefore, I have to create separate light objects to reflect them. Once I have those completed, room #1 will be finished.
ReplyDeleteMIA, still unpacking at the time.
ReplyDeleteToday I started off by helping Quincy bake lights in Room 1 and Quenton build glass walls for the lobby's interview pods in ProBuilder, before returning to work on Room 3. I ended up hating the "dimensional" (more like blocky) nature walls I made, so I reverted back to the flat white ones I started with. I don't have much time to experiment with wall shapes anymore, and it's quite honestly exhausting me to keep messing with them, so I'm just gonna go with the method I've been avoiding: manually position plants one-by-one from the ground up and hope the wall disappears behind them. I mixed a handful of leaf types modeled by different people, then resized & rotated each one slightly after placing them to create enough variation for the eyes. Before the session ended, I remembered the tip from last class and marked the real-time lights' Render Mode as "Important". Flickering solved!
ReplyDelete