Assets, Textures and UV Maps PT2 (Digital Prototype)

Now I had a discussion with the team, there might need some changes in certain things

  • The Assets - The Player and Enemies characters are better if they were 2D graphics rather than 3D because it’s easier for the rest of them (I was like sure, need to find some new sprites)

  • The backdrop - One member didn’t like it so I found a better alternative

  • Finally the material for the level - no one actually had a complaint about it, but I thought there must be a better way to represent flesh

The Assets

So at this point I knew I had to change a few things so now finding new sprites I think were the most difficult part again I went with the same parameters that I had before and again same result. It was very easy to find sprites for viruses but White Blood Cells it was extremely difficult to find the correct one to fit the aesthetic.

Why doesn’t anyone like to create White Blood Cells? Are they boring to make, like seriously?

Regardless I managed to find the perfect assets, one through itch.io and the other on VectorStock, again because normally I would have to pay to use this assets, as a non-profit and just for projects I’m not going to do so and it’s all work entitled to fair use.

The thing that I didn’t think about until this point was any possible animations we need to make the game feel more alive (pun intended) but honestly, it didn’t need to have that aspect as the from the current gameplay mechanics it would easily show what was needed from the player, so we left it. The one thing I did like about the virus Sprite I found is that it came in a multitude of different colours so it was easier to use than initially thought, plus if we were to use all the files which included the animation, it would’ve been exceptionally smooth.

The Backdrop

This honestly was a simple fix, because me being the clever person I am, I also decided to have a collection of the few different ones, the only problem that people were having is it clashing with the colour of the material so I suggested we could easily use the brightness settings on Unity to change this contrast. This one was chosen instead, reason: because it was thought to look better.

Only issue we were all worried about was colour clashing so then it make the game hard to see, but until we put all the assets in the game, there would be no way of knowing.

The Material

Well I started to have doubts because of the colours, I knew I liked the pattern which really did represent this fleshy feel I was looking for, but the colour didn’t entirely match.

What are the colours you normally primarily think of when you hear the word meat? I go on to think about bacon which normally has a pinky colour and is white. so I made those changes. I made at least 3 different alterations to them before deciding on a definitive one to use which was met by the team with praise so obviously it got used.

The next thing I then sorted out from there was the UV Map, I realised that when applying the Material, just like Maya I had to tell the computer how that picture needs to be wrapped around the object. Initially most of the face were okay and weren’t stretch, but the one were the main surface of where the player was going to see did. so I had to change each individual face as you do when it comes to UV mapping

This is just one of the faces and how that process works:

From this point on, the team saw that everything on my side was going according to plan, we had all the assets needed and ready and from my end, I kept overlooking at the code to see if I could learn anything scripting-wise.

Now we just have to put it all together on the Master Copy

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Unity Training Pt.2 (My Own Time)

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Finding and Designing the right Sound (Digital Prototype)