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DMUGA Week 26 - Courtyard Texturing & Population (FMP #13)

Weekly Summary:

Another fairly productive week, we're making progress I just hope it's not too little too late and we can still finish this to a good standard. There's still a lot to do, but I reckon it's manageable.

Monday - Wednesday:

Here's my progress the first 3 days (also made branch planes), and I spent the Sunday just gone populating:

Andy was working on the sculpt for the wall, the crate, and he populated a little bit. This is the test normal map only:

Denise carried on with the UI elements:

Thursday-Friday:

I had to call a team meeting and get things straight because time is running out and we cannot yet play our level to the end which is just not good. Andy and I quickly tested some lighting solutions to rectify the overall lighting problem (dark shadows and skylight effecting the inside of the cave). We figured some things out and hopefully we're back on track again.

The exact things left to finish are:

Dom = Sounds, get the game playable, water texture for fountains.

Denise = UI, then personal production images.

Andy = Texture temple walls properly, make broken path, torch, torch holder, cloth for shack, re-do 'pop' foliage, skull x1, sleeping bag, supply box, boat + paddles, cave rock walls x2, flare gun.

Mark (Me) = Texture fountain walls, texture front door walls, texture eyes/tongue/teeth, bake and texture front door frame, make front door, skull x1, coffin hatches, thermoflask, campfire, lantern.

I made and textured a cave column and catacomb wall, performed a mini down-res session so that not as many textures were 4k; a lot were made 2k & 1k instead, partially textured the eagle head (would have finished it over the weekend but forgot the files), and solidified the positioning of the cave entrance:

Andy did some population in the courtyard sculpted the pillar which will be used in a lot of places, textured the eagle podium, and was working on unwrapping all of the modular parts to fit with the tiling brick texture for the temple.

Dom worked on getting the eyes to move properly (which looks really cool!), and finalised the crafting system so that now all we need to do is update the meshes/textures and it'll all work perfectly.

Denise finalised the HUD design and will now be working on making the icons/display look aesthetically pleasing.

Progress so far:

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