Level Progress
I have added arches to the sides of the central building to add more complexity and depth to it. Whilst it is an improvement something about the proportions of them is slightly off. I have also re-used this arch asset around the level to just give the level as a whole more complexity. Overall I have made small additions to the exterior areas and I feel that the level is coming together quite nicely.
The flags on the outside and elsewhere in the level are animated to move slightly. However I am not using the flag physics method I found during my research where I turned a high poly static mesh into a cloth actor and use a wind actor to dictate it's direction. As I stated in my research this technique is quite performance resource intensive for such a minor object. So instead I have come up with a different solution where-in I use the technique that I researched used to create moving grass by simply creating a basic material and using the grass wind modifier. This way the static mesh can be low in poly count with this current flag only being 2 polygons and only requires a fraction of the CPU and GPU power to run the simulation. I am quite happy with the final look of this technique although I may make further adjustments later down the line to
I have now moved onto the interior of the room which will require more assets to be created for it.
The flags on the outside and elsewhere in the level are animated to move slightly. However I am not using the flag physics method I found during my research where I turned a high poly static mesh into a cloth actor and use a wind actor to dictate it's direction. As I stated in my research this technique is quite performance resource intensive for such a minor object. So instead I have come up with a different solution where-in I use the technique that I researched used to create moving grass by simply creating a basic material and using the grass wind modifier. This way the static mesh can be low in poly count with this current flag only being 2 polygons and only requires a fraction of the CPU and GPU power to run the simulation. I am quite happy with the final look of this technique although I may make further adjustments later down the line to
The Wind Material |
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