branchrust_reboot/main/apartment_complex_monumentcancel
84 Commits over 90 Days - 0.04cph!
Renamed neon sign textures to new conventions. Added open and closed cateogories in kiosk hierarchies in Kiosk A - F
Comitting some mitting metas
More neon sign work - new art, LOD0s only so far, some texture adjustments
Moved neon signs into generic props folder. Started first pass of texturing + material setup. Proper art for "open" neon sign. Rest is WIP.
Fixed leftover faces from interior/exterior kiosk splits
Split off interiors of rentable shop D and F
Rejigged hierarchy of Kiosk E FBX. Applied kiosk-specific shutter material with correct TD to shutters.
2k version of garage door diff/nrm. Rentable shop specific shutter material to correct TD. Reexport Kiosk F shutters
Removed temporary kiosk material. Baked AO pass on Kiosk F and adjusted AO intensity in relevant mats
Split off interior of rentable shop A (wip)
Started making model prefabs of rentable shop parts. Started replacing the meshes within the shop prefabs. Deleted obsolete blockouts.
Added shutters for rentable kiosk B. Tidied up prefab (removed missing refs etc).
Reduced brick size on Kiosk F. Added shutters for rentable shop A, D, E, F (wip)
Switched yellow panels mat on Kiosk A to rentable shop specific one, and enabled blends. Added ms map. Deleted now obsolete blockout meshes. Added some offset to trims in Kiosk A.
More work on Kiosk A and decals
Removed temporary materials. Started second pass on Kiosk A
WIP decals on rentable kiosk D, E, F (cont)
Fixed pivot on Kiosk E decals
First pass of rentable shop leak decals. Enabled GPU instancing on rentable shop materials. Re-UVd decals on Kiosk F.
Improved contrast and subtracted edges in trim blend mask
First pass of blend mask for kiosk trims (WIP)
More work on Kiosk F (second pass and vert blends) and E (splitting off more interior meshes)
Second pass (sorta) to Kiosk F. Split out windowsills etc. in Kiosk E for lighting tests. Enabled vertex colour tint on plywood material. Put missing door back in Kiosk F. Separate material for Kiosk bricks.
trim kiosks - 2nd pass masks and materials. improvements to Kiosk E and separated out more interior/exterior
Kiosk trim textures continued
Separated out interior of kiosk E + set dressing within prefab
enabled vert colour tinting on trim material paint mask (new textures coming soon)
merge from detail layer tint shader
missing glass from kiosk F + set dressing
set dressing rentable shop A
added missing metas for camping cooker normals and kitchen furniture, removed obsolete files
first pass mat application shop A
First pass trims/mat applications on kiosk A
Model changes and prefab light set dressing for kiosk D
Fixed pivot on rentable shop F. First pass proper art for rentable shop D (still WIP as are the others)
start of set dressing in kiosk F
Rentable Shop Kiosk F - first pass materials WIP