I worked on fixing the color scheme for room #4. I have it set up so the cool colors would be at the start of the room, since it’s picking up from room #3 that has similar colors. The middle parts of the room has a purple hued that helps transitions from the blue to red. The ending parts of the room has warmer colors that fit with the red lights in the lobby. I also changed fixed the curved panels so the pathways would be wider and can fit multiple people. It might need some more fixing because it looks like there’s more space just in the center of the room, but the paths are definitely wider now.
On 12/1's class, I had to determine what changes to make to the mirror's path to make it less "blocky". Also, I spent time trying to find/create new materials for the reflections of the mirrors. I may re-add the camera asset from the mirror package for a first person view as well. Another thing I considered was making each reflection a different effect.
I worked on making automatic movement for the escalator. So far, I haven't made good progress on it as try to make the first person player controller move randomly seems to be a somewhat difficult and maybe complicated task. I added point lights to the tunnel for reflection purposes, since the light balls can't be baked and move simultaneously as Unity won't allow it.
Today I kept at it with manually positioning the plants (sigh). I'm trying to balance coverage with poly count, but the room is starting to lag anyway. On the bright side, I came up with a creative way to fill that "pocket" corner of the room right before the exit: a glowing fantasy mural that spans the 3 inner walls and matches the vibe of the "living, breathing forest" I've created with the props! In real life, it would be painted with glow-in-the-dark acrylic medium and charged with UV light from above - but in Unity, I just made the material emissive from the brightest parts of the texture by reusing the albedo map as a mask. I also need an outside source for the river projection we discussed, since it's looking like I'm on my own for Room 3 and I'd have to abandon finishing the room to code an animation myself. I kept thinking of bioluminescent beaches and how magical & sentient they feel, so I played around with YouTube keywords and found the perfect animation of flowing particles that felt the same way :)
I worked on fixing the color scheme for room #4. I have it set up so the cool colors would be at the start of the room, since it’s picking up from room #3 that has similar colors. The middle parts of the room has a purple hued that helps transitions from the blue to red. The ending parts of the room has warmer colors that fit with the red lights in the lobby. I also changed fixed the curved panels so the pathways would be wider and can fit multiple people. It might need some more fixing because it looks like there’s more space just in the center of the room, but the paths are definitely wider now.
ReplyDeleteOn 12/1's class, I had to determine what changes to make to the mirror's path to make it less "blocky". Also, I spent time trying to find/create new materials for the reflections of the mirrors. I may re-add the camera asset from the mirror package for a first person view as well. Another thing I considered was making each reflection a different effect.
ReplyDeleteI worked on making automatic movement for the escalator. So far, I haven't made good progress on it as try to make the first person player controller move randomly seems to be a somewhat difficult and maybe complicated task. I added point lights to the tunnel for reflection purposes, since the light balls can't be baked and move simultaneously as Unity won't allow it.
ReplyDeleteToday I kept at it with manually positioning the plants (sigh). I'm trying to balance coverage with poly count, but the room is starting to lag anyway. On the bright side, I came up with a creative way to fill that "pocket" corner of the room right before the exit: a glowing fantasy mural that spans the 3 inner walls and matches the vibe of the "living, breathing forest" I've created with the props! In real life, it would be painted with glow-in-the-dark acrylic medium and charged with UV light from above - but in Unity, I just made the material emissive from the brightest parts of the texture by reusing the albedo map as a mask. I also need an outside source for the river projection we discussed, since it's looking like I'm on my own for Room 3 and I'd have to abandon finishing the room to code an animation myself. I kept thinking of bioluminescent beaches and how magical & sentient they feel, so I played around with YouTube keywords and found the perfect animation of flowing particles that felt the same way :)
ReplyDelete