Week 11 DevLog_KU
Week 11 primarily focused on refining, carefully painting, and detailing the section of the map--the Landscape--I was responsible for. Utilizing Material Blends to create the effect on the landscape sculpted with the built-in "Noise" tool to resemble mountains, I painted the mesh accordingly to best suit our level's aesthetic, and to ensure it does not clash with our decided-on design and atmosphere. In the background, for extra measure (where the player would not be able to reach nor interact), I used the mountain assets from our shared pack to create a more pronounced, "distant" border; more for looks, much as the landscape itself was.
Another note would be the vital transferring of my local, "offline" files into the shared repository on Perforce. As the four-week long issue with the earlier obstacle of one of our development tools finally relented and was fixed, I immediately gathered up all of my files since then, and moved them onto our shared workspace ASAP. Every adjustment, model, pack, material, and everything in between was successfully moved and submitted; returning to the standard way of operations as it was a month prior during mid-September. These offline files also included our lighting, post-processing, and Sublevels as well.
Task Name | Hours To Complete |
Landscape Refinement, Painting, and Detailing | 5 HRS |
Transfer Offline Files to Perforce | 3 HRS |
TOTAL TIME FOR WEEK 11 | ~ 8 HRS |
Get Soul-Ladra
Soul-Ladra
First-Person Horror-Adventure with Italian Folklore
Status | In development |
Author | NitrogenGhoul |
Genre | Survival, Adventure |
Tags | 3D, Creepy, First-Person, Folklore, Horror, Low-poly, Narrative, Retro, Singleplayer |
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