... because if I were, I could "Create a deliciously irresistible blog post title".
Oh and no, we won't let you do a guest post on the GYW blog that could "benefit" us both.
The real title of this week's post should have been "Deciding how textures should look like". Client work took over again this week so I just did small thing during the daily 30 minutes of development time. One thing was to setup the machine puzzle in Unity and importing "Danielle" (one of the Characters you'll be able to play) from the old version of the Hellstrom Project. I juts need to make the animations work with the new controls (although I need to rebuilt the character anyway in order to animate the walk cycle using the standard 7 keys one I found in an old animation book - from the early days of animated films).
The rest of the time I spent evaluating how I want my textures to look like, as this also defines how I do the rest of the environment.
current unmapped version
When I started modelling I wanted to use no textures at all and just create lightmaps and solid coloured objects not unlike the unmapped version above. As much as I like the look, it also makes things a bit more complicated. Objects like rocks and cave walls need to be modelled to make up for the missing textures and honestly the flat walls look a bit dull.
using image based textures
I admit the example for image based mapping doesn't show my point as well as I thought when I made it, but as you can see there's a lot of detail behind the machine. You also may notice that it kinda looks flat, so it could do with normal mapping and/or more geometry. Even though I could build the stonewall with detailed geometry and then render the normals maps, adding details with extra geometry if needed, this will add a lot more work to the initial alpha version. No to mention that it doesn't look like I imagined it.
Painted textures and a few extra polys for details
(the 3 "blocks" right of the arches)
"Painted" isn't quite right (yet) but it shows the direction I want to head for the textures. The few extra polygons needed for details won't hurt (and I guess I can still optimize a few unseen ones away later)
And with this I'll end this post and try to come up with something to post next week.