Created floating rocks to reinforce fantasy floating-island vibe (blueprint implemented).
Created small stone to set into the ground plane stones to give them better distinction.
Interactable:
I sculpted, re-meshed and textured a small fire basin and a torch for the player to use instead of the placeholder match we've been seeing this whole time.
Pillar:
Angled out the wings on the gargoyle.
Removed the part of the pillar and moved the gargoyle lower and scaled him up.
Fixed the bake issue where the weird corner edge was giving a seam
Mountains and Sky:
Made the clouds slower and more different in shape.
Made a couple mountains a lot taller so there's more asymmetry.
Other:
Created a post-process volume and adjusted exposure on the scene.
Added fog effect (created by Heather Parrett)! It is only visible in play-mode.
This week, I improved assets that needed improvements including scaling, level of detail, and style. Meshes worked on include:
All walls and objects for main church structure (scaling and new window shapes using live booleans and remeshing).
Chandelier (entire re-design to be less like a wagon wheel, now has chains and better definition).
Bone organ (resized and create skulls and bones).
I also created several new meshes needed from our asset list including:
Window Glass
Window Support
Window Support (Circular)
Candelabra
Stones
I also replaced all of the old assets and placed the new assets within the scene and applied materials. Overall, my main responsibility this week included finalizing the proxies of the church structure and environment and several props I have been working on.