Kirsten Roethel: Midterm

After assembling my environment with pieces of clutter for the previous assignment, there were only a few more things that I needed to do for the final environment to be done! The main changes were adding collisions to all of my meshes as well as making the boundaries of the world a little less jarring. I also set up all of the meshes I modeled, UVed, and textured into an atlas view.

The critique we held in class was very helpful, and I made sure to incorporate a few things that were brought up.

The first addition was a corn texture! As I mentioned in my last post, one suggestion I got was to fill out space with a corn maze. I took that idea and made a 2D painted texture of corn stalks and then made them into a grass texture. I made sure the scale was taller than normal grass, and instead of a maze, I reused some fence meshes to make a mini plot for a corn farm. I was really happy with the results, it definitely fits the aesthetic of my game!

Another suggestion I used was making a bush mesh and using it as a barrier for the forest. Since my game has a low poly look, the bush mesh is really simple. Despite this, I could scale, rotate, and move them to get a unique look! I added bushes as clutter and made a wall of them at the back of my scene to make the space feel more filled out.

Finally, I created a cliff texture to make the natural barriers look cleaner! Before I had used a stone texture, which became stretched and just looked gray. I decided to paint a new texture with rocks and cliff edges, and it came out very nice! That portion of the map definitely reads more like a cliff than it did before.

All of the work and critiques came together when I was assembling, and helped make my final environment! I’m very pleased with the results, so here are some images and a walkthrough of my midterm!

One final note: For the walkthrough, I (mostly) kept my camera locked to one angle, as that’s the way I envision this game to be played. The default camera is very close the the player character, so it’s a little off sometimes, but I still think the effect works well!

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