Hapax OT: oh my God it's full of stars

Started by Legend, Dec 21, 2020, 03:29 PM

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Legend

I have struggled for months with my environments. As a lone dev I don't have the manpower to do things the traditional way but I still need near photorealistic results. Outside of a few test rooms, everything has been in graybox.

Finally think I've solved it. I'm building "smart" materials that can be applied within Unity per triangle. Each material is a procedural system that can then adapt to the geometry of the surface and place 3D objects as needed. For example if used inside a modern house, it would automatically add paint, molding, wall outlets, light switches, and pictures. Every element can be customized by hand as needed.

I can then add more dynamic "clutter" by hand the traditional way.

Legend



This new device is part of my gameplay rework. It takes over a few major functions from the previously shown hexagonal device, which helps simplify the player experience.

One of these days I'll tackle environmental graphics and UI but not today!

SWORDF1SH

I have struggled for months with my environments. As a lone dev I don't have the manpower to do things the traditional way but I still need near photorealistic results. Outside of a few test rooms, everything has been in graybox.

Finally think I've solved it. I'm building "smart" materials that can be applied within Unity per triangle. Each material is a procedural system that can then adapt to the geometry of the surface and place 3D objects as needed. For example if used inside a modern house, it would automatically add paint, molding, wall outlets, light switches, and pictures. Every element can be customized by hand as needed.

I can then add more dynamic "clutter" by hand the traditional way.
Have you got any screens of some of the environments you've made using smart material?

Legend

Have you got any screens of some of the environments you've made using smart material?
I should get a teaser screenshot fully polished up, shouldn't I?

Making empty rooms by hand was still too slow so recently I've started using procedural tools for them as well. Primarily it's just about saving time, but it has also allowed me to better achieve my vision. Environments feel less blocky and I scaled up the world. With ~4,420,229 m2 of floor space I can really push the feeling that this is a "real" spaceship not designed with the player in mind (even though it very much is).

Legend



Here's your environment! An entire month just to get a lot of repeating monkey faces. (dear gosh this month sucked)

Spoiler for Hidden:
<br>I had to spend such a long long time trying out different methods to arrange semi regular triangular prisms with no gaps, while conforming to pre-existing curves. I still have a lot of improvements to make but I can finally move forward.<br><br>Every triangular prism acts as a cage for deforming a source mesh. In this case it&#39;s a monkey, but in the finished game it&#39;ll be a whole bunch of unique level chunks. A separate algorithm I set up first makes sure that chunks are distributed in a logical and self consistent way like in this video:<br><br><div style="text-align:center;margin:auto;padding:5px;max-width:560px;"><div style="position:relative;padding-bottom:56.25%;padding-top:0px;height:0;overflow:hidden;" class="youtube 7ffT_8wViBA"> <iframe style="position:absolute;top:0;left:0;width:100%;height:100%;" src="https://www.youtube.com/embed/7ffT_8wViBA" frameborder="0" allowfullscreen></iframe> </div></div><br><br>I thought that&#39;d be the hard part but nope. Building the irregular triangular prism mesh sucked.<br>

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