Below are several screenshots from my level. Much of the actual texturing is far from perfect, but these screens give a proper representation of an asset’s location[s] in the level. I have been weary of proper modeling and UV mapping techniques to present an ineresting environment. That being said, the floor and most of the wall textures are placeholders for a darker look. Further, the lighting is far from final.
5 thoughts on “Unity Midterm Check-In [Opus]”
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Your assets look really nice, but they don’t give off a horror vibe at all yet. I think your next goal should be to play with lighting. By just tweaking the lighting a little, I think your level will go a really long way.
It could look really cool if you made your scene really dark and placed small weak lights slightly above important models or objects. That would help guide the attention of the player and give them a little direction.
Thanks for the comments guys. None of the lighting is final right now, but I wanted to be able to completely present my models in class. I think lighting is also the most important aspect, not to mention as the detective, you will be using a lowlit flashlight. Think PT, but not so damn horrofying.
Your horror level looks good so far, especially the use of blood spatter. For the blood on the table that looks like it reads “3ds” doesn’t look the same color of blood as the streaks of blood splatter. Was that sort of intentional?
I think your game is going to be super unique in the way it tells its story. I originally didn’t like the theme but after seeing the level and its progression, I can clearly see the direction of the game and its potential. Finalize the lighting to give us all a better sense of what it would feel like