Wednesday, March 18, 2015

Time contrain texturing.




When doing projects sometimes things don't always go your way, or at least not as originally planed.  This can be the case when working on personal/solo projects, or even a group/team project.  From a model not working the way you want or strictly the amount of time you have as apposed to how long it would take you to finish a certain task.  This particular project of mine is based off of a group of people.  Due to some setbacks in our process of creating a game together, as well as the time constraint that we have to do said project, we must proceeded to down size some of our goals in order to meet the deadline.  We are in the process of shortening the game from a large world to a section of the world that was being planned to be created.  As well as this current step that i am working on, the texturing of some of our set pieces for the level.  Originally the idea was to use a texture atlas for all of the little pieces that would be placed around our game, modular pieces, which as I've discussed previously, are puzzle pieces of buildings, hallways, stairs, whatever it is that you would need that can be used repetitively as apposed to making new pieces for every level of your game.  The atlas would essentially be a giant map that would be split into categories, each category would hold certain pieces of terrain and object to all be textured in one map and split among all the objects the categories correspond too.  However the process of the atlas has been scrapped and instead a few have been assigned to speed texture the assets that we have ready.  This is a project i was recently assigned to in order to finish it in a timely manner, for this to work one must make sure with others apart of the same task are using similar if not the same textures to set up all these maps for the assets.

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