Summary:
In which a skeleton is found in mysterious circumstances; a bookstand is recoloured without adding a texture; the colour-variation script is dropped; polish and cleanup continue; rubble is perhaps improved; and alterations to the player-light shader are propagated to its kin
Greetings and salutations!
For this week's screenshot, a scene that may be found in level two, if the player searches around:
The week just past was perhaps a little slow, but not terribly so, I feel:
Perhaps my favourite part was building the scene above: much like the skeleton shown last week, it's something that I've been excited to do. (And indeed, as you might note, it even includes the aforementioned skeleton!)
This area is found just beside the main route in one of the more-linear sections of the level, separated from the path by a slightly-tricky jump. If the player successfully gains the relevant window, they find the tableaux shown above--and perhaps answers as to what happened there.
A small thing that I'm happy about in this is the colouring of the bookstand: while I had no wood-grain texture of that particular colouring, making this object didn't call for a new texture. Instead, I've used the features of the player-light shaders to desaturate and (if I recall correctly) to lighten it, directed by vertex-colours.
Speaking of vertex colours, in the week just past I continued to work with the colour-variation script. Alas, in the end I've decided that it's not working out: while randomised darkening of vertices seems to hold promise, the layouts of the meshes result in some unsightly artefacts. :/
Hand-darkening the meshes could perhaps work, especially since I might adjust the geometry to account for the artefacts. But doing so would likely be slow and tedious, and I'm not convinced that it's worth it.
Otherwise, I continued to polish and adjust the level's appearance. A few more buildings saw cleanup, others received some touch-ups, the outer walls and the ceilings were bevelled, and so on.
You may recall the rubble shown in previous blog-entries. One of the aforementioned adjustments was to apply a rougher normal-map to it, hoping to thus improve its appearance. And I think that doing so has succeeded in that!
One issue that remains in the rubble is that the UV-maps have some discontinuities that can be unsightly if spotted. Alas, re-mapping the models seems problematic, fused as the models now are: automatic mapping didn't produce the results that I'd hoped for, and manual re-mapping would be a very long, fiddly, and unpleasant task, I fear.
Nevertheless, here is a screenshot of the altered rubble, as seen in the large rubble-slope that fills one particular square:
And finally, I copied the changes in the main "player-light" shader that I believe that I mentioned last week into the other "player-light" shaders, as appropriate.
That then is all for this week--stay well, and thank you for reading! ^_^