Starting with navmesh, I ran through the collision hitboxes of our new meshes and ensured nothing disrupted the flow of the VR navmesh path.
Once the navigation path system was back up and running on our new map, I redistributed and revised the atmospheric VFX in the map, with an atmospheric fog, hanging dust particles, and god ray meshes that display a "living" environment that has movement of the very air, rather than characters alone.
With revised atmospheric VFX elements added, I looked to a completely fresh lighting pass. Speaking with my project supervisor and design lead, they wanted a scene set in the morning with the vestibule holding a more artificial lighting setup and the outdoors area holding a mid-morning with warm colors that reflect the tone of our horizon.
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