So since I ended up doing a lot of the modelling for the last blog post, I don’t have too much to show this time. I changed the rocks a little bit and re-baked all the textures at 2K resolution. I plan to let Unity make mipmaps for them, instead of baking the textures at different resolutions based on the model’s surface area like I was doing before. I also tested out different material settings in Unity and found out that using a transparent mode for the materials led to incorrect Z-sorting. So I’m switching to the opaque material mode and using the transparency in the textures as just a threshold for what should be fully opaque versus fully transparent. The upside is that it’ll be a little faster in Unity, but it does look a little worse in my opinion. Hopefully it’ll look better once I get lighting in. I also ended up making a giant tree to act as sort of a centerpiece for the whole game. And I ended up redoing the rocks.




The style of your models has been really cool to see from the start and I’m excited to see what your final product looks like. Are you going to have particle effects in your level? The different rocks are cool to see.