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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