September 17, 2009
First Complete Level Baked and Running in Unity
After weeks of hard work we finally have a near-final level for testing and tweaking. All static geometry is textured/lightmapped from high-resolution textures.
We use Blender for all modeling and lightmapping, meaning we can bake very high quality lightmaps with soft shadows and ambient occlusion.
The ground is painted with Illustrator and Photoshop, while all other surfaces have a single color. This gives us a fresh, cartoonish air to the game, that fits well with the realistic lighting.
As you might tell from the screenshot, the car used a full physics setup with an individual wheel collider and suspension for each wheel. It seems we will need to scrap this, though, for performance reasons. Hopefully, we can recreate the same feeling (or better), using custom code.
Subscribe to:
Post Comments (Atom)
Games, design and programming for web and handheld devices.
No comments:
Post a Comment