Wednesday, 9 April 2014

Final Major Project [Post 10] ~ Post Presentation Feedback Fixes

I had one of my last presentations in front of my uni class the other day and I received a few pieces of feedback to help me with my level. One of the main things was that the Victorian wallpaper texture on the walls in the sitting room was too big and bold. I experimented with scaling it so that the pattern was smaller and more frequent, but it still didn’t look quite right. I had another look at my reference images and realised that most of the sitting rooms seem to be wallpapered with a simple tiling pattern or just painted a neutral colour like white or light blue. I used the plaster texture on the walls and then tried the wallpaper texture on the sofas and curtains instead. I feel that this looks much better, and with some additional paintings on the walls will provide the correct look and feel of the room.
A lot of my assets were the wrong size, such as the grandfather clock and dining room table, making the player look child size which I scarily didn’t notice before. (probably because of working on this same project for so long). I scaled them down and retextured some more of my assets; my level is really starting to come together now.

I have been experimenting with the stained glass window in the hall, but still cant get it to look right, this is an important feature of the level and is one of the first things that the player will see so it must look right. I have been moving a few of my assets around the rooms and experimenting with different layouts. I never made a final layout design for my rooms, just concepted the assets themselves and the size of the rooms. I feel that maybe I could have concepted the room layouts at the start of the project, but if I had done that then I would have just stuck with one layout and it may not have ended up looking very good. Atleast now that I have built and textured all of the assets (to the correct scale) that are supposed to be in each room, I can find the best room layout by just moving the assets around and testing in engine. By doing this, I have already found a better layout for the sitting room and the seated area in the library.

I managed to find a solution to the alpha problem that I was previously having with my plants, I had initially set the material to “BLEND_Translucent” and plugged the alpha map into the Opacity slot. However it seemed that setting the material to “BLEND_Masked” and plugging the alpha map into OpacityMask instead produced the desired effect. I’m not entirely sure why this is so different but atleast it works now, it wasn’t very difficult to solve and I know for future reference. 

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