2,130 Commits over 3,592 Days - 0.02cph!
removed sin wave time on court grass, allowing dust mask image to affect alpha
polished outer ring (adam), unwrapping inner ring
renamed court_wear node in main grass shader to dust_mask
tweaked alpha on metal grating. created outer ring mesh, unwrapped and texture. fixed water material
moved grass_1 material to correct folder
unwrapping court and rings
moved elements to correct postion around 0
added clips to ring_1, bolts and railings to main play area, working on outer ring
finished inner_court modelling and added first outer ring
added outter ring and main court mesh to floating platform greybox
cut in geometry for court and first ring of floating platform
tweaked camera 2 flightpath so it doesn't clip through building
added missing material 8 and brightened up rock lightmaps
deleted meshes folder from wildwest folder
added animated satelite dishes and big rotating tennis ball, re-created material 8 when importing updated buildings, re-assigned bad texture paths
added more floating on off signs and added light flicker shader
added floating stop sign that turns off and on
reduced a lot of textures down by half or more, left main lightmap, skybox and court textures original size
removed erroneous materials folder in meshes folder
added 5 minecarts to splinepath 1
set path deform to unity, instead of mega
added splines with mega path deform
removed old test track, added rail tracks 1 and 2 with splines inside for each, added minecart_yellow 1-5 variations to sit on splines.
added amplify color lut preset to wildwest textures folder and applied to camera script
added yellow minecart models to unity scene, added amplify colour script to camera
modelled and unwrapped 2nd minecart, updated beta 18 and new shaderforge
added minecarts to wild west unity scene
unwrapped minecart and 50% textured
added wild_west_scifi_elements
re-exported grating as seperate elements to fix draw order issue
added new net shader (uv scrolling currently not working, shaderforge bug) added new court floor shader for ian
saved grass to max scene, checked in shader
Re-imported scene mesh and re-linked materials (mesh was out of sync bug)
Added tall grass with animated shader
added outer grass to scene that blends with main rock light map
added net pillars with texture and moving parts. added reverse side to net, temporary texture on net
added new work-in-progress net to wild west level. Added final textured cacti. Added grass shader to court that works dynamically with dirt_map
tweaked lighting in wild west unity scene, added spikes to cactus and 50% on texture
tweaked ambient light and other material colours to make scene look less orange and more natural
brightened up rock lightmaps (switched to add instead of multiply to try to make the blues less green), darkened main light intensity from 0.5 to 0.4. Added sinwave timer back on to court to art-test
added detail to court textures