However, Hannah, who was testing Chrono in engine at the time, did notice that Torque was not really achieving the cell-shaded graphical effect we intended with the project, and at the moment all of the textures were looking overtly bright. She managed to lower some of the light settings, but we also made the decision to add material surfaces to our textures (such as denim or wood) to help lessen the “Lego-like” (to borrow Hannah’s term) appearance. Our plan was to complete this over the Easter break and so return with them in late April.
For the enemy, Harry felt that his texture for him had been a little messy, and so asked me to make a new one. However, a slight miscommunication meant that I UV mapped the wrong character (the guard), and so had to rush in as mush as I could of the UV map for the enemy before I headed off home.
For the enemy, Harry felt that his texture for him had been a little messy, and so asked me to make a new one. However, a slight miscommunication meant that I UV mapped the wrong character (the guard), and so had to rush in as mush as I could of the UV map for the enemy before I headed off home.
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