Version 1.3


New Texture Pipeline

The version 1.3 adds an overhaul of the textures using Substance Painter. In doing so a pipeline was developed to create a selection of optimised UV's in Blender, to Texture and design them using Substance Painter and then to bake the textures into Unity maps to be used in game.

A number of models had to be replaced as the UV's had changed the mapping.


Limitations on Itch Platform

Developing for WebGL on Itch there is a maximum file size of 200mb per game. The game textures had grown a lot since the previous version so I employed a variety of techniques for space optimisation.

Mesh Compression: The new rock meshes were broken up into near and far and then mesh compression was applied. The near objects had a low compression whereas the far ones were able to hold a medium size.

Texture Compression: Using Unity's texture compression the normal, height, AO and albedo maps were compressed with high enough settings so that fidelity was not lost

Repackaging Textures: Textures were repackaged into 1 4kx4k image so save on space and some of the existing models had their UV's remapped to the next texture through Blender.

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