Troglodyte In Underbelly: Unified Environment
Unified Environment
Jordan Ireland
This week, a significant focus was on remaking the house map to better align with the aesthetics of the Underbelly environment. Previously, the house map felt out of place due to its different style compared to the Underbelly map. To address this, I revamped the house map, extensively adjusting terrain and lighting to create a more cohesive visual experience. However, challenges arose due to technical issues such as models with two-faced rendering and compatibility issues with Unity's tree system in the Universal Render Pipeline (URP). These issues led to inconsistencies in lighting and required the recreation of shaders for foliage elements like leaves and bushes. Failing to resolve these issues would result in visual discrepancies and a lack of immersion for players transitioning between the house and the Underbelly.
The House Map Before:
The core challenges stemmed from technical limitations affecting lighting and foliage rendering in the house map. To address the lighting inconsistency caused by models with two-faced rendering, I modified shaders to ensure proper lighting on both faces. Additionally, I recreated shaders for foliage elements to resolve compatibility issues with Unity's tree system in URP, enabling accurate rendering of leaves and bushes. These solutions ensured visual consistency and enhanced immersion for players exploring both the house and the Underbelly environments. The remade house map now seamlessly integrates with the Underbelly, providing players with a cohesive and immersive gaming experience across different areas of the game world.
The House Map After:
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