Monday, May 26, 2008

I Hate inveted Normals

Yesterday i was finishing off the tree level, by blending all of the different models together. This was fine until i took the model into unity as a test. Heaps of faces were missing and things like that, so i went back into blender a turned on the normals to see what way they were facing. Turnes out that getting 3 different people to model the same thing was a bad idea. Most of the normals were the wrong way. This is super!!!

So what i ended up doing was systematically working thought the model and making the normals face the right way. This took around 2 hours. But prob less. But now we have a normal looking tree with no faces missing. Yay.


I also had a meeting with Beth and Tania to flesh out what they are doing and how the lab is coming along. It is on track and going sweet.

Here are a few development images: This is the basic layout of the game. The cube on the left is a place holder for the tree - 1st Level, then the terrain (That is yet to be edited by kirsty) is the 2nd Level, and the cube on the right is a place holder for the labrotory.

Below are the issues i was having with the egg animation in unity. I was able to find a solution for this. The 1st image is what I wanted and a sample of the textures on and in the egg.

The animation wasn't doing what i wanted it was blockier and weird as the images below show:
Also an update of what i have done recently:
  • Fixed the tree
  • Got the 3rd person camera working (Still needs tweeking)
  • Got 1 character into unity, with animation.
  • Had a meeting with the girls to discuss what they are doing.
  • Received some of the finished meshes from the girls
  • Passed the tree level over to beth to texture.
What i would like to have done before Wednesday:
  • 2nd Character
  • Idle animation for the egg
  • tree level in and test-able
Here are a few images of the tree that has been fixed: (Has no texture yet)

Corrected Normals YAY!!!

Jeff logging out . . .

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