Flynn Duniho – Midterm Progress

Not too much visibly has changed – I figured out how I want to do the lighting in Unity, I still need to figure out if I’ll be placing the meshes in Blender or Unity and if I can automate placing the point lights in Unity using a script. I did tweak the paint density of some objects in response to live critique in class.

I also got around to making the ground tile repeating

9 Comments Add yours

  1. Sarah says:

    I find it facinating how you are using the paintstokes in your style to create visual interest. Are you planning to expand the color pallatte in any way?

    1. Flynn says:

      I was actually thinking of limiting it a little more 😅 I’m thinking about at least cutting down on the colour variation in the floor. Though I do really like the suggestion I got to add giant flowers too, and I think that’ll add a bit more colour to the game.

  2. Alexandra says:

    I’m really excited to see your level come together, I really love the style you are doing!

  3. Kylie says:

    Seeing the floor texture tiled now, I can see the strong resemblance between it and a densely covered forest floor. I am curious about what the lighting of your game will look like when it is complete (besides what you showed in class).

    1. Flynn says:

      I plan to keep it fairly simple – mostly lit by the smaller crystals hanging from the trees, and maybe a bit of ambient light too. I want to make the crystals glow a little brighter as you near them too so the forest feels more alive.

  4. Sam says:

    Wow, that tiling floor texture is really pretty! The shapes are so pleasing and flowy. Do you plan to add other floor decals as well?

    1. Flynn says:

      I expect to add a lighter path per the in-class suggestion, I don’t plan to add much more than that. Though things may change once I’ve got the player controller walking around in the environment.

  5. Dan H says:

    Increasing the density of the rocks worked really well, they read clearly as rocks to me now and still maintain the painterly feel. I’ve been wondering, how do the assets look when moving around the scene? do the brushstrokes follow the camera similar to billboarding, or do they stay in place?

    1. Flynn says:

      The paint strokes will be regular planes in 3D space, no billboarding. Right now I’m displacing them a teeny bit from the base geometry so there’s a little bit of depth to everything on top of the texture itself

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