branchrust_reboot/main/apartment_complex_monumentcancel
598 Commits over 151 Days - 0.17cph!
adding new version of the apartment corridor
LOD3s for Rentable Shop D, E, F. Replaced model of kiosk E with prefab version.
Submitting large apartment work I forgot to submit on fri night
prefabed camping cooker and added colliders
changed model to prefab in small apartment
Prefabbed up Kiosk B structure + decals as were still only models, plus prefab setup. LOD3s for Kiosk A, B, C (batched together). Removed obsolete kiosk C blockout.
Replaced static meshes in Kiosk C prefab with prefab versions. Organised hierarchy.
Neon prefabs to default layer for ref probe purposes.
Thicker door frame for entrance
Entrance a / removed overlapping geo
A, B, C lighting prefabs.
Layer stuff for remaining interior shells.
Scene backup.
Removed backfaces from apartment comples b entrance
Work on ceiling of penthouse, and bathroom. Enabled AO on medium apartment ceiling material.
merge from main -> apartment_complex_monument
Neon signs lighting & mat tweaks.
Apartment complex interior progress
moved apartment prefab lighting into its own group
Disabled glass refraction
Moved market lighting to its own prefab.
more set dressing progress in streets
set dressing push on marketplace
optimised the rentable shops a bit by removing props mostly sunk in the ground or barely visible
loft board material (quick first pass) for penthouse mezzanine. small prop changes to large penthouse apartment.
switched GPU instancing on
fixed small gaps, fixed floating decals, set up renderlod, renderbatch & correct layer for shutters
address Vince's feedback (bit of uv stretching, chamfered edge, reset vertex colours, fixed smoothing groups on lods, set all object to world layer, reset transforms to 90,0,0 and setup lodgroups for the structures interior and exterior
tweaked marketplace electric wires, general polish before attacking other areas
unfucked some smoothing groups on the demolished side of apartment building
More work on kitchen lino for penthouse apartment
removed dummy from hierachy and re exported fbx
kiosk C - addressed feedback, added collision & lods
re-organised marketplace lighting objects into a lighting layer - not made external yet
some more marketplace work
merge from main -> apartment_complex_monument
some more marketplace, rejigged trees to produce a bigger focal point
marketplace set dressing - some more iterating, more work needed on front street end