top of page

DMUGA Week 28 - The end approaches... (FMP #15)

Weekly Summary:

A moderately good week as I got a lot of population done, however, I did not achieve all of the assets I aimed to make this week - I will have to finish them over the weekend. I did manage to greatly improve the fps which is a major plus, and as a team we are on target (I hope!), so we should be able to finish this!

Monday - Wednesday:

In terms of asset related work I:

-Modelled the mesh for the bowl used to contain the fire leading up the steps.

-Fully made the rope used for the crafting.

-Textured the front door walls.

-Re-textured the front door feathers to suit Denise's colour concept

Level work:

-Populated & re-jigged the cave tunnel a bit.

-Established a way of getting the feel that they have in Rise of tomb raider when going into a crawlspace with scorpions.

-Organised some of the courtyard and did some population/Lighting to suit Denise's colour concept

As a team we decided on how we were going to end the level - getting into the boat with the lantern and rowing into the darkness.

Andy:

-Re-imported the rest of his temple meshes and carried on with the floor tile sculpt.

Dom:

-Showed me how to use the objective markers for the pick ups

-Stated to us that what we want to do in order to finish the level is possible.

Thursday - Friday:

My asset work:

-Rebar texture

-Camp fire assets (pot, lantern, flask) all textured apart from the ashes.

-Re-textured wings to be gold-like instead of stone.

-Textured stalagmites and stalactites.

My Level work:

-Went through with Dom and asked if he could implement a situation when climbing that if there isn't enough room to climb up + stand, then it would do another check if it is possible to climb + crouch instead. Also, the end scene + the text/prompts that would be popping up as you progress.

-Huge performance increase by down-scaling the textures. +17-25fps on full-screen so it now all runs smoothly.

-Kit came in and I asked about optimisation and he gave us a good tip of exporting clumps of meshes and re-importing them so they only produce 1 call instead of 40+.

Andy:

-Retopologised/unwrapped the floor tiles

-Added a sag in the middle of the stairs and a few trees surrounding the courtyard.

Dom:

-Put in the 'Skylight lerp' to achieve the tomb raider feel we want to go for

-Begun on the big task of all the prompts and scenes

-Altered the start scene as requested.

Level Additions:

Un-Lit as they're too dark to see anything without the torch :)

MY FEATURED POSTS

Check back soon
Once posts are published, you’ll see them here.

Any Questions or Comments? 

 

Let me know!

Success! Message received.

bottom of page