Get a room shell model from Lexi and then found the UV from Unity’s cube preset is totally not working… Emergency fixing now (T⌓T) I’ve spent hours preparing the seamless textures but the shell is not a unified mesh and the default UV is a mess! ( TДT)(Also I wanted to publish this post with a crying face emoji and failed. So here’s a bonus fun fact: UAL my blog does not support emoji)
===============(Update) Create seamless materials with Bitmap2Material=============
The previous textures are fine on their own, but not seamless when applied to an object. So I had to manually smudge and fix the seams to make them usable.
Hand-painted + AI-generated + photoshopped textures for Lucian’s room. We don’t have any resources for proper oil painting texture that can represent Lucian’s art style and it is almost impossible to make an oil-painting-looking shader without texture. I did a lot of experiments and these are the winners from 400+ test results. They covered a range of regular environment materials in his room (stone/mud/wood/plaster/etc.) and common object surface materials (leather/fabric/marble/etc.) and some abstract atmosphere fillers.
Catagraded folders:
Preview of textures:
Oil painting textures 1Oil painting textures 2One last piece 🙂
An and Lexi are still updating and helping me condense the paragraphs. I wrote too much and exceeded the word limit so the final version should look different from this one.
An update with rock material on the tutorial environment design – to make the vibe suits more with the rock looking on the main scene (simple spiral). I’m taking the broken walls and layers of floors as a reference when building the scene.
This is an updated zipline – in the previous version, the handle will stay at the top when the player drop from the upper layer, and this caused the player unable to use the zipline from the lower floor once again when the XR rig reset to start point. Now it can automatically go back to pick the player again!
Before:
Updated:
Logic:
By adding extra script inspired by moving platform (which has at least 2 destination pivots pointing each other and asking the platform to move towards the other point once it reached an end), the handle is now able to move automatically when it’s not touched. I adapted the script from asking the handle to move between the 2 destinations to always only moving to one end (the starting point)
Script on the handle:
(on start) This is set to move to the endpoint (Cylinder (1)) – so when it reaches the endpoint it will 100% be sent to the start point. This is to make sure even if the player loses their hand halfway the handle is still able to run the full journey and go back on its own.
Script on the start point:
This is set to always ask the handle to move to itself – and this is what differs from the moving platform. When setting up a moving platform, the start point should always point somewhere else rather than itself thus the platform can continuously move. But in this case, we don’t want our handle to go anywhere else, so just staying with the starting point is fine.
Script on the end point:
This is the same setting as a moving platform and it asked the handle to go back to starting point once it reaches this point.
I’m glad this moving script is not conflicting with the player control of the handle….
Concepts generated with AI (keywords: interior design of a 3-floor studio. Game level design, low poly.)
The final design will have fewer props in the scene (to help players not to be distracted by the environment) and a combination of images from the top-left (3 floors) and the bottom-left (building with a full ground floor and half upper floors).
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