Another dev night is ending, and we are quite sleepy.
While Xevian looked at UNITY 3 new features (especially the new material system) I continued to clean up of some art that was in need of fixing.
As we go to sleep our “drone leader” is looking pretty and normal-mapped in game, and even it’s combat animation is working properly.
The G starship accidentally goes to plaid while testing a new control scheme.
UNITY 3 is finally available! We can’t wait to begin playing orund with the new version … this of course will not be possible until their autheintication server is back from the dead.
Look like success once again brings server explosions :)
Sunday is dev night here at the Evil Fortress!
Today we struggled with some normal-map related artifacts we were getting when loading our models into Unity.
We had to identify a proper pipeline without switching too much between 3D applications. It is slow and cumbersome, and always a pain with 3D file formats.
After several attempts, and after visiting the awesome polycount wiki, We’ve been able to export some decent assets from Modo into Unity, learning a couple of things to keep in mind, like to split the edges over UV seams to reduce their uglyness :).
Now that we have some decent normal maps in-game, we can go to sleep!