5,896 Commits over 4,110 Days - 0.06cph!
texturing progress - apartment complex
monument S2P
glass material tweaks and meshes that go alongside, more basic vpaint progress
improved building_generic_trims textures
texturing progress - apartment complex
prefabing windows and glass, S2P scene
texturing progress - apartment complex
materials first pass, texturing start on apartments exterior
rotated penthouse bath door to prevent blocking path
Added layer to the scene for props testing
apartment complex greybox - polishing demolished side a bit
some layout adjustments to fit newer greyboxed buildings
apartment complex greybox - some demolition on one side of the building
layout and set dressing work on the apartment front yard continued
layout and set dressing work on the apartment front yard
greybox mesh for apartment building sign
S2P
layout improvements, town square subway entrance, basic cover pass for better traversal
apartment_complex S2P
apartment complex layout refinement to street and ground surfaces
readying for procmap, s2p
apartment complex layout refinement to street and ground surfaces
sidewalk layouts doodling
enabled rw on small pavement modular pieces for batching
Texture resizing LODs and other tileables
updated the layout of the complex based on the smaller road width
merge from compound redesign to collect all the art assets created during that branch dev
setting compound scene back to 'main' state for now
moving the redesigned level to another scene for safer merges across branches
early layout for the marketplace
added terrain triggers, basic splat and topology painting
some more doodling on the monument layout
second pass on environment volumes
first pass on environment volumes
apartments building facade, atrium and corridors progress
apartments greybox progress
apartments greybox progress, early facade mockup test
apartments greybox progress, furnished with some readily available props and deployables for now
apartment large and medium greybox
apartment complex monument initial setup for scene, terrain, prefab and hierarchy
enabled serverside collider on crypt skin bottom line conditionals
applied more concistency on collisions for roof bottom line conditionals
less ambient occlusion after all
disabled batching on roof decal meshes as it fucks the rendering of decals up
fixed smoothness of softside stone wall being empty
polish on atlas textures with AO pass reinforced where skulls are
some vertex normal weights polish on doorway and window blocks
added doorway and window blocks projected decal for the bone ornaments
crypt bones decal projector files/textures
foundation triangle crypt displays correct wall type
re-applied crypt building grades to blocks post merge
creation gibs gib replacement update
floor and wall frame models and prefabs