Rain Particles System
I created a particle system in unity with the shader ''Fairy Dust'', however Annabeth advised that it would be a better option to create a new particle system from scratch instead of using the new one implemented by Unity. The ''fairy dust'' shader was edited so that it was stretched and when it was emitted, it looked like rain. The problem is solved and the rain falls down perfectly onto the terrain so I am happy with the results.
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Screenshot of how the settings are laid out in the manually generated particle system |
This way I got to understand what really goes into a particle system from manually adding the components it needed which was '
Ellipsiod Particle Emitter' '
Particle Animator' '
World Particle Collider' and '
Particle Renderer'. I still need to learn to understand what each one can do and how it all came together to help make the particle 'Fairy Dust' look like rain.
Bats Particles
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1st texture sheet image |
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2nd final texture sheet image |
Instead of creating a 3D bat in Maya, I used the idea of creating a textured animation image which allowed me to save time when creating my game level. The main problem I had with implementing the
Targa. image into the particle system was that the bats emitted weren't visible and the different settings I added did not work. However, when I changed the shader setting in the Render category from '
Particle/Additive' to '
Particle/Multiply' it made the bats visible.
However, I felt that I could make my bats look better, so I created another texture sheet image as seen above and added some red eyes, this has made the bats emitted look more realistic even though it is mainly their silhouette. I would have thought about working on making more bats per image so that the animation was smooth but this works for now with the time frame I have.
I am glad that I could keep the bats in my game level because I felt that they would definitely add the '
FEAR' element to my game, especially since adding the Bat's sound effect helped to add a realistic tone to my level.
Importing my environment into Unity
When I imported my game level from Maya to Unity I lost my textures, so I had manually attach my UV maps to the objects in Unity. I learned that in the future when I want to import my level, I should import each object one by one because then any animations or textures I have do not get lost and even though this task would be tedious it would save me time having to re-attach all the textures to my objects again, especially since I added bump maps to the objects and Unity's bump map settings aren't as good as Maya's in my opinion.
These are the problems that got me stuck while creating my game level or that I learned a lot from.
These processes and skills that I tried to use through my modelling, texturing and adding features in Unity have helped me get my game level to a standard that I am happy with. I made sure that I included the main props that I really wanted to keep, but also worked on getting the lighting right within my game as was possible.