Another update. This one was focused around the area next to the pit, the new railing is fully textured and is using both a new material baked from a hi-poly and a modular metal material for the railing thanks to the implementation of submaterials.
Light works as intended now, assets have this light source coming from below that helps them blend with the environment, the shaders for the liquid inside the chambers were completely redone.
Finally holographic screens were implemented after setting a complex shader with a bunch of bump offset nodes and other neat features, I got some feedback regarding this so I'll improve these some more.
The floor's shader also uses two textures with bum offset, one has an emissive material.
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