2,132 Commits over 3,592 Days - 0.02cph!
added test_court gameplay courts to unity and set up shaders. Added water jet shader to test court. Started on test_court 3ds max scene
added crumbling platform court and water_jet court to test_scene, exported to unity
added and animated sewer hole vent for sewer hole environment/test court
removed erroneous materials folder. added new test_court planes for gameplay modes, tweaking cloud city buildings to blend in to skybox better
added test_court max, to test gameplay modes on, working on test court texturing
removed meshes materials folder
tweaked lighting and bloom levels in cloud city env to work with new unity 5b rc1
textured spaceship_01, exported to cloud city unity scene and animated
unwrapping spaceship model
resaved cloud_city_building texture
added floating cloud cities to cloud_city level, tweaked DOF and bloom on both cloud_city and wild_west environments
removed test material, updated max file and scene
made clouds a lot better, added new cloud elements, working on city scape
added floating city clouds and temp building
added wip clouds to scene, need remoddelling and next texture. Need to work out why dx11 tessellation and displacement aren't working too.
added new WIP cloud rocks
cleaned up materials. Added new shader for court_inner element, you can now set colour and text on inner segment. made texture much smaller.
re-added ring rotator scripts to cloud city rings
tweaked cloud city court and court dirt maps, made court_wear shader work on cloud city. tweaked dirt value on wild west
flipped court wear in u and v axis
rotated inner ring so the join isnt in the middle
added cloud_city shaders to inner_ring, wires and metal_2
commented out alpha_clipping shader component as it seems to be broken with shaderforge? clipped areas appear bright green.
fixed ww court dirt and court main textures to remove erroneous court line on tramlines
re-exported cloud city court with dust mask map channel set to 1 and added that to shader
tweaked lighting values on metal shaders on cloud city
split rings in to 4 segements and added new rotation, changed rotation script to add Y axis rotation, tweaked smoothing groups and shader on rings
cleaned up skybox texture
created court main and ring shader with colour control, need to add vertex alpha component
added lighting gradient colours to court controller for cloud city
fixed super glowy net, set to 0.75 on emission on shader
added court wear shader to cloud city court (needs setting up ian?) tweaked material on other metals
changed light names in both wild west and cloud city courts both to "scene_light"
set ring rotation to be more gyroscopic
tweaked sunshafts and bloom settings to be brighter and more yellow
tweaked cloud city gradient colours, smoothed outer ring.. made alpha on it more opaque. coloured middle ring more
removed ball from cloud scene
set ball colours and ball trail colour on cloud city scene
tweaked cloud city gradient colours, added new wip skybox
filling in skybox diffuse, changed name to correct name
tweaked ball colour per scene, changed DOF
added new ball with shader where you can set the colour for each segment and dividing line, added to cloud city env. Tweaked ring rotation speeds to be much slower, added middle ring (might need to tweak mesh), fixed DOF on main camera
started on tennis ball mesh, unwrapped. re-exported cloud city fbx, added net to both sides
fixed broken meshes in wild west level, fixed shader on powerup crystals, added new net
finished cloud city net mesh and shader
added tv screens shader for rotating screens, added new net to floating city level and added new net shader (work in progress)
added cloud_city environment to unity scene, set up lighting, prefab skybox, created LED shader for inner circle, created emissive maps for blue lights
finished floating_city court textures, combined all meshes
added cuts to main court to have metal segments, textured main court surface