New blog post week 10


Context: These blog posts are made in relation to a university assessment. Some of the answers are in response to questions asked in the assessment. 

Hi again. In this dev blog we will be discussing new advancements to our project.

Creating the main map

The next milestone of Obscurity is the new island map. It's been a long journey since the start of the project months ago, but we're at the stage where we've completed major features and decided now to focus more on art and visuals. One of the biggest tasks I had to undertake in this project is the new Island map. Although not all modelled, the island map will feature an entire resort filled with new interesting buildings and scenery that will add to the story of obscurity. One of these interesting buildings is the hotel area. Seen below the hotel will feature multiple levels of diverse puzzles that will leave anyone scratching their heads of confusion. 

Creating dynamic materials 

One of the biggest challenges of environment creating is how materials will be applies dynamically to surfaces. UV mapping is a time-consuming process. The ability to drag and drop a prefab dynamic material onto a game object is not only a time saver, it’s also considered standard practice within the industry. A dynamic material relates to how a material can adapt to its surface by having most of its settings pre-filled out without having to open the material source and edit it to the objects preference. One dynamic material I've created in the shader graph is a World aligned texture. Basically, a material that takes the world normal coordinates and applies a texture onto that axis. 

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LOL YES , uv mapping is a pain !! im just learning it now and gosh im about ready to get a blender addon to help .