After spending dozens of hours in the IMGD Lab, I finally managed to build the level I (more or less) envisioned from the outset. I tried to be faithful to the original castle concept I crafted early in the term, even if there are some aspects of it that I didn’t fully incorporate into my level. But I made up for that by including one or two points of interest.
As a fan of the Thief games, I wanted to create a castle/museum hybrid that’s filled with priceless artifacts and goodies. I know the level is pretty barren, but the same could be said about the levels in Thief: The Dark Project and the Metal Age. I guess nostalgia played a huge factor in the design process.
I had a bit of trouble with the lighting effects and tiled assets since I frequently encountered some visual artifacts that might still be present in the final build.
Anyway, hope you enjoy my level and feel free to share your opinion with me!
Managed to update some of my components (lighting, textures, room size…). Unfortunately, I’m unable to upload a new build due to compiler issues on my PC, meaning I can’t even play my scene (and that’s not mentioning the missing prefabs). The only thing I can do is share screenshots of my tweaks on the blog post. Again, I’m sorry for the inconvenience 🙁
Near-final playable build:
Gonna post progress pictures of my final castle here. Feel free to comment on my WIP.
Recently incorporated some lighting effects into my scene. Looks alright, but I still need to work on some of its components (glossy reflections, going through walls…). Feel free to share your advice with me.
Added some fancy schmancy particle effects and tweaked the lighting a bit. Nearly done with my level.
Currently working on the animation for Mortimer. They look pretty good IMO and I hope to have them finished between Monday and Thursday depending on the feedback I’m going to get.
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Managed to import everything to Unity.
Made a few interactive animations.
Demo’s a bit rough given the time and design constraints I had to deal with. But it does the job well enough.
I just started work on the terrain for my castle environment. I added a few different tree models, grass “billboards”, and terrain textures to make the scene visually simple and appealing, and took advantage of the height maps to hide some technical and graphical idiosyncrasies.
I’ll incorporate the actual castle into my scene further down the line. Right now the approach I adopted is sloppy, and I’ll try to polish everything after I’m done with the most important elements of the scene.
See if it works on Firefox.
See for yourself. Bear in mind that this is just a WIP.
UPDATE: Applied primitive materials (both normal and specular) to my sword for placeholding purposes. Will re-texture everything later.
Managed to apply all of my textures to my sword in Unity. There are still some seams on them, but it looks pretty good so far.
Updated version below:
Made the hilt more metallic, added a samurai normal map to the butt of my sword, and made the blade sharper. Some seams remain on the handle, but they’re quite minute.
Going to update this post throughout the next two weeks.
West Side (Fireplace)
North Side (where we first entered the room)
East Side (TV)
South Side (1st half/window)
South Side (2nd half/bookcase)
PICTURES (took so many of them, so I’ll first upload the important ones):
Model screenshots (started early!)
Made some slight adjustments to my model to make it more modular in nature while still giving the impression that it’s handcrafted.
NOTE: had to fix a few polygons here and there since some had more than 4 edges. That meant deleting the fireplace and importing an earlier, less muddled version. Also beveled some polys to make the scene look slightly more polished.
Nearly finished with my set. As you can see, I’ve UV mapped and textured all of my assets. I’ll now try to have everything exported to Unity.
Newly revised version of my scene:
Exporting job has been a success!