Tuesday 13 May 2014

Making some changes after Feedback - Extruding Faces/ Revisiting Textures/ Improving over all look/ Solving First Person Controller Issues

So after analysing the feedback i got from our final crit i started to make the changes i needed to polish my level. I started by solving the problem of the invisible walls due to the normals being reversed, luckily I had thought of solving this idea before and had spoke to Matt briefly about how i could solve it. I did have a back up plane of inserting image planes of the walls in its place but then that would prove very difficult as i would have had to cut out all the windows and make Booleans for separate windows all over again, in short it would have taken a very long time and would not have been the best technical and practical way to do it. 
The other idea i had was to select all the faces and extrude the objects, this idea worked straight away :) I literally just had to click i didn't even need to extrude it backwards or forwards onto itself. 







So as you can see i went around doing this till all the problems of invisible walls were gone. 


I also touched up my scene by removing things you could now see through the walls as i didn't know this was a problem before because i couldn't see where the wall was, so i went back into maya and moved all the ceiling beams, ceilings, wall beams, bookcases etc and made it look much more neater and professional looking. This actually didn't take as long as i thought it was and in the end it was a very rewarding sight to see.



I also took this opportunity to sort out the little things that had reverse normals on them too such as the water fountain outside and the vases inside this just helped the overall feel of the level as a see through object sticks out like a sore thumb in a game i and many other people find too. 
My feedback also clearly pointed this out even though i already knew about the walls. 



As i last minute thing too i wanted to create a bigger feel to the castle so i added two roofs onto the grand hall and the treasure room this for me made the scene look much more complete, then i exported the files and put them back into unity and scaled them back up easily with the scale settings in unity. 



Re-touching Texturing
A big part of the feedback was the texturing of some of the stone assets such as the bridge and the outside and inside walls of the buildings, this was due to focusing more on the props and rushing the bigger buildings, i have learned from this and will not do this next time. 
I went back to the UV maps and stretched the UV's as far as they could go, i then found the image again and saved it as a bigger UV snapshot file so that when i brought it into photoshop again the picture i used would go on smaller and with more resolution, this solved the problem effectively and i was able to quickly have much fuller looking textures than before. 
Here are some before and after's of my textures i did.
Before
After
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After
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After
Before
After
Before                                                                                After

Before
After

Window Problem solved
I also wanted to do a quick fix personally that i had seen myself i wanted to make all the windows the same texture from the main side building that you could not exit this was because when you were walking inside and outside you could still see this and it bothered me that this was letting the scene down. 
I solved this problem easily by removing the faces of the stone textured windows and replacing them with two combined ceiling beams and duplicating them around all the windows of the main separate building. 



First Person Controller Problems and Solutions

The main part of my feedback was the first person controller, i knew this was a problem but i didn't have time to fix it before the crit as i was having trouble figuring out how to do it, i gave myself time though to search through tutorials and forums to figure out what it was i was missing. 
It turns out that it was as simple as turning the speed down on all of them, which i did. I still feel the character slides a little too far but i am still much more happier with it now. It kind of gives the effect of gravity much more going down the bridge and things so it works much better.
I was able to figure it out with this link below and the screenshot is of the video that helped me, the guys talking in it were really helpful and I'm going to look into 3D Buzz more as they weren't annoying and went at a comfortable speed to listen to and practise with too. 



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