This will probably be the last video update for a while, I need to stop spending so much time making videos and more time modelling and polishing. Only minor updates this week, plus a first pass at the camera and editing. I like to keep the final videos short at about 1 min.
Here's a small todo list of things I want to try and get done for this:
- Fix dodgy mapping on the front of the building (water running sideways, upside down)
- Create new trees (current ones are unity standard issue)
- Metal grates around the base of the trees
- Light fixtures on the building, sidewalk (lights come from nowhere currently)
- Remake all street and traffic lights (the current ones I didn't make and are placeholder)
- Create trashcans, bus stops, rubbish piles.
- Possibly make a blowing newspaper particle effect
- improve end cityscape, fill gaps, low poly streets below, better low poly building models
- Tone back either the amount of street lights or their cone effect, I think I may have overdone it (Yes\No?)
- Some different high detail buildings for the street, they're currently the same one duplicated.
- Fix Z-Fighting inside of interior office rooms (noticeable on the last shot)
- Improved bottom floor facade, possible even make a low poly interior inside like the office rooms (thoughts?)
- *Maybe* buy a unity shader pack that will allow me to have realtime reflections instead of cubemaps on the road.
-*Maybe* add some cars off in the distance, going around corners, nothing close up. I have a couple of cars a friend gave me from a model pack, I'm iffy about using them though so if I do I won't be focusing on them as I want my work to be the focus of this scene.
-*Maybe* wait for Unity 3.5 to be released with directional lightmaps, a big gap in it's current features. If you want to see your normal maps you need to use realtime lights. Everything just goes flat if it's baked currently.
I've probably forgotten a ton of things but if anyone has feedback now is the time to let me know of any dodgy stuff I have on show here, as well as thoughts of the current cut\edit of the scene.
How did you get the skybox and the big moon? Also the 3D clouds?
CadenBurleson 2 weeks ago
@CadenBurleson The skydome, including the moon came from cgtextures that I composted together. The clouds aren't actually 3D, it's an illusion achieved by the use of particle effects with in front of the clouds in the sky dome.
brentwaller 2 weeks ago
@brentwaller Ahh cool, not quite sure how to compost a skybox together, but I shall look into that. The clouds I thought were particles, that's technically 3D in a sense. It's not a mesh, but it's not flat.
CadenBurleson 2 weeks ago
@CadenBurleson Putting the skybox together was simple photoshopping of several different skies together and colouring them to suit
brentwaller 2 weeks ago
this is video in game?
TheRexGames 1 month ago
@TheRexGames It is in unity, captured frame by frame
brentwaller 1 month ago