Iteration 2


Following the first iteration, Parker found a good cel-shader package for Unity and managed to get it running. This meant all I had to do was add the amount of materials needed in Blender, and assign them to specific parts of the mesh. It didn’t even technically need to be the correct colour, as it would be recoloured in Unity.

Once exported as an .fbx file and transferred to the game engine, all I had to do was create a new material and drag/drop it onto the appropriate part of the mesh. The shader package created soft textures that made the house look soft, inviting, and cosy.

However, the package wasn’t perfect. It would occassionally create strange, jagged shadows, particularly over the piano. It also created harsh differences between the colours, when early on we decided we wanted a softer, more airbrushed look similar to games like Animal Crossing. The shader package would still be used, but as a shader – not the main texture. Thus, sadly, we decided to do away with the easy way out.

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