New Skin for Player
By Jordan Calderwood
This week I worked on applying a new model to our player character to set him apart from the enemies. An artist delivered the model and I worked on exporting the data into a format my model loader could work with. After a few hiccups during the exporting process I was able to get the model onto our existing skeleton. It looks like it has always been in the game. I traded out the wireframe highlight effect the player used to show he has a ball in his inventory for a tron-esque glow on the player's emissive texture. The effect is much more clear and distinctive now. The white markings on his suit now glow green when he has a ball to throw. Once I have the ability to parent a ball to the player's hand, we will probably use the glow effect to indicate the cooldown rate on the dash ability or another aspect of gameplay.
This week I worked on applying a new model to our player character to set him apart from the enemies. An artist delivered the model and I worked on exporting the data into a format my model loader could work with. After a few hiccups during the exporting process I was able to get the model onto our existing skeleton. It looks like it has always been in the game. I traded out the wireframe highlight effect the player used to show he has a ball in his inventory for a tron-esque glow on the player's emissive texture. The effect is much more clear and distinctive now. The white markings on his suit now glow green when he has a ball to throw. Once I have the ability to parent a ball to the player's hand, we will probably use the glow effect to indicate the cooldown rate on the dash ability or another aspect of gameplay.
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