Thanks for taking the tour and your feedback!
no cookies used, only texture baking . That is one of the little things we were testing. Yes the textures are very inconsistent. We were just trying what different methods looked like… I am learning about cookies in my next test level.
Blob shadows looked okay but they gave us a serious performance penalty. I could not figure out how to limit their “depth” of penetration. The obvious var. in the inspector didn’t seem to work. I had to remove them despite the fact that they gave the characters some nice sense of being there.
The constant streaking was strange because those textures were applied within Unity. We usually baked a texture created and lit within cinema 4d for the undertexture and then used a detail texture applied within Unity. These often streaked. How does one avoid this?
None of the details (Animations and so on) were meant to be polished. just a big testing ground. For instance, the weird walking dudes were more of a scripting test. Meant to see how the JAVAscript could be implemented,in this case we just tweaked the robot script from the FPS tutorial… (Actually Muriac did most of the little scripting tests) Instead of stopping to shoot grenades at you, they come over and scream or laugh or make pig noises.
the horse was in to see how the meshweighting transfered to Unity from C4d (I had use the claude bonet tool in Mocca, had to switch back to plain mesh weighting and restriction tags in the dude animations). The telescope and the underwater visuals (Very crude) were just very simple ways to learn about the GUI textures and more basic Java.
the boats were there to attempt a physics based first person controller. I don’t know if you went for a boat ride, but it’s a little shaky… You can do it, but its nothing like the ferries in WOW. (lol)
The super dark areas were in complete shadow within c4d when we baked the texture. I agree, it does not look good. An attempt at super moody, “magic hour” dusk light that did not work.
Another problem is that the island mesh itself had to be broken into 5 peices, each with there own 2048x 2048 baked texture… but I mistakenly added a 2 pixel border on to those baked texture maps and you can see huge , blocky black borders between the island meshes.
We won’t be fixing anything on this level, cause it was just a test. we will be taking lessons learned to the next testing ground. Because there are so many fundamental flaws in my approach from the start, it was starting to be too frustrating. From this forum I learned that much bigger landscapes can be achieved with far less polycount and look actually better, by selective subdivision of the mesh.
the only thing I would like to see is a bunch of trees in certain areas, just to check the performance hit, and to give those wandering idiots something to do… ; )