Wednesday, 30 April 2014

Puky toad fountain. It's a lot more obvious in real time, but water is streaming from his mouth. Will add some particle effects at the bottom as well to create splashes. The texture is basically a panning normal and a panning mask with a cubemap added. 

Tuesday, 29 April 2014

Finished the bridge yo. 

So Max had a go in my level and started building it out from where I ended it, and he really made me realise how modular my assets are and how much further I can take this thing.

So when it's this long, if you run trough the entire thing as fast as you can, it takes AN ENTIRE MINUTE.


My level ended at abouts the first big tree and then the recycling starts after that. Even if it's just the same assets over and over, I think it's really something I should keep, and maybe even build further, because it really demonstrates the flexibility of the assets.

Here's a close-up of the mineshaft. I mean, it's basically a finished scenery and no new assets made. Pretty sweet. Pretty lazy. But pretty sweet. 

Monday, 28 April 2014

Entering the final stretch, today I sat down and wrote a comprehensive list of things I need to tackle before I am ready to hand, and then started tackling top priorities.

 Everything is coming together pretty nicely, except my eyes. They are feeling pretty square and computery.

Today I made a water shader and a tadpole particle effect. The water shader is basically just reflections distorted by a normal. The tadpoles is an animated particle effect (meaning the texture has all the frames and the uv-space flicks from one part of the texture to the other very fast, like a flipbook animation), so it looks like the tadpoles wiggle along. You can't see it in the screenshot and indeed it's so hard to see in game I sorta wonder why I did it, and I'm thinking about cranking down the water distortion a fair bit for that reason.

I hadn't done any particle stuff before but it was pretty simple to figure out.

Wednesday, 23 April 2014

My level has glowing mushrooms and a giant toad and to be honest that's everything a level will ever need.

It's mostly about tying up loose ends and getting those last thingies in there. I'd anticipated being stressed out of my wits by this point but to be honest I am feeling very relaxed about everything. Maybe I exhausted my stress supply over these three years. Goodbye stress supply.

Monday, 14 April 2014

Rigged the toad today. Instead of mashing up a bip and modifying it to fit a quadruped, I opted for making a really simple custom bone rig. A bip wouldn't allow me to do the animations I need, so it seemed like a good option. As far as rigs go, it's probably not great, but it does what it needs me to do and that's why I made it.

As you can see, she has also acquired some textures.  

It has a bone in its throat which can be inflated to make a croaking animation, and eyes which can move in the sockets.

Thursday, 10 April 2014

kissy toad

Just under 3 000 tris, this mesh is pretty dense, but it seemed reasonable for the size it is displayed at in game. I put a lot of geometry into the throat area, I want to try making an animation where the toad puffs out the throat.

Wednesday, 9 April 2014

Monday, 7 April 2014

Jumping, thumping, shout at something

I sorted out the jump animations today, they are pretty simple. It's basically a set of very short animations which blend according to the jump. The double jumps are just the same set repeated again, but if I have time it's be nice to make an alternate sequence for those as well.

I also had another look at the running animation. I think I've got the pacing down regarding the movement of the feet down; it looks like they are actually kicking off and moving across the ground as opposed to the previous rollerblading-like motion.

There's still something not quite right about it, it looks more like a powerwalk than an ambling jog trough the forest, but obviously I have no experience in this and I find it hard to pin down exactly what's wrong. It's something to do with the arms, will look at it closer tomorrow.

Friday, 4 April 2014

I hope you like green

Had presentations today, received a lot of very useful feedback. After it, I decided to grab the backdrop of an old painting and quickly make it into an alpha mask, to test the parallax backdrops. 

These alphas are awful and have a terrible fringing-problem, but it gets the idea across and even just this quick test just adds so much atmosphere to the level. 

I dropped some point lights in between them as well, I really wanted the effect of light shining trough the forest and wanted to see if it was feasible. It needs work but it looks neat. 

Game screen shot:

Also aren't those trees the cutest god damned fir trees you've ever seen?

Thursday, 3 April 2014

Time to blog a bit!

I've finished the player area landscape bits. Regular landscaping tools wouldn't have done the trick, so it's all modeled geometry.

There are some obvious seaming-issues to address; I textured the bit that goes into the grotto before I'd come to a solution for all of it.

Basically it's all one big piece of geometry that's been cut apart and then reassembled as separate meshes in engine, to make texturing easier and so that the engine won't render the entire object when only a fraction of it is visible.

Now is a good time to talk about my texturing process too. Initially I wanted to texture using watercolours, but with some more thought realised it seemed unfeasible within the time frame, and it wouldn't provide me with the richness of colour which I wanted. Instead, I purchased a set of brushes for photoshop which emulate the look of watercolours really well.

They are the Ultimate Real Watercolors by Kyle T Webster and they are really amazing. Nothing beats the real thing, but as far as emulating it goes, this set does it really well.