Feb 29, 2024
Working on a heat haze effect for the desert.
My thinking here is that the sphere that applies this effect could be centered on (and follow) the player character.
I began this journal back in January 2024 as a way to catalogue my work on Vesper. Since then it's grown into more of a scattershot account of all my work.
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Feb 29, 2024
Working on a heat haze effect for the desert.
My thinking here is that the sphere that applies this effect could be centered on (and follow) the player character.
Feb 28, 2024
Some things are coalescing.
[♪] Jim Guthrie - With Sword and Shield
Feb 27, 2024
Working some wind movement into the tree branches by way of vertex displacement in the shader.
Wasn't using the vertex color channels for anything so I used it to weight paint the branches for the wind effect. It works, but I have no earthly idea if this is anything close to a good way to do this.
Getting there.
Feb 26, 2024
Once I saw the winter scene with the snow storm I knew I needed to add some drifting snow build-up on the tree.
[♪] Tool - Schism
Feb 23, 2024
Wanted to try out GL. After doing some reasearch I decided to make a camera overlay script that adds some compositional helper lines in the game view.
[♪] Zeal & Ardor - Servants
Feb 22, 2024
Adding drifting and falling snow to the winter scene.
Feb 21, 2024
[♪] Kvelertak - 1985
Feb 20, 2024
Building out the underwater variant.
Feb 19, 2024
Exploring light baking in Unity. Seems like there's a lot of moving parts. It'll probably take some time to figure this out, but seems doable.
Feb 16, 2024
Feb 15, 2024
Tried my hand at generating a pattern in the sand here.
Not quite there yet.
Feb 14, 2024
Starting out on the desert scene. Learning a lot about mesh topology and edge flow.
Feb 13, 2024
Working on the winter variant of the tree scene.
Feb 12, 2024
Generating a mist cloud mesh and animating it in the shader.
[♪] Vangelis - Blade Runner Blues
Feb 9, 2024
Working on a camera drift/sway effect and continuing to visualize stuff with Handles and Gizmos in Unity.
Visualizing what's going in the code like this takes a bunch of time, slowing down development, but I find it helps me keep a good mental model of he logic and whenever I come back to something like this I instantly remember how it works.
Feb 8, 2024
Stylistic explorations with character variations in 3D.
Feb 7, 2024
Making a star field generator and getting better aquainted with some of the tools Unity has for vizualising stuff in the editor — mainly Handles and Gizmos.
Feb 6, 2024
Testing out movement animations for the main character. I'll probably have to redo these about half a dozen times before they're anything close to okay.
Feb 5, 2024
Exploring the look and feel of the tree across realites.
Feb 2, 2024
Sketched out the tree in Blender and began building the scene in Unity.
Reflections proved a challenge. Did some research and found a lot of forum post, articles and instructions on planar reflection in Unity.
I set up a secondary camera that mirrors the position of the main camera - capturing a reflected view of the scene into a render texture. Plugged the render texture into the shader for the water and flipped it upside-down.
Slight issue. A part of the tree juts out under the surface of the water and that's captured by the reflection camera.
Duplicated the tree and made a shader that chops away (clips) everything below the water level. That version is then rendered by the reflection camera alone.
[↑] Playing around with the colors.
Considering mirroring the mesh to create the illusion of a reflection later (I'd be able to get rid of the extra camera). Keeping this solution for now.
Feb 1, 2024
The gnarled tree is an important presence in Vesper. I won't go into it now, but it occupies a pivotal role.
I already had an earlier design, but I wanted to revisit and update it, so I did a bunch of exploratory variations to see if something stuck.