Production | Development Blog Week 7 - Total War Saga: Troy

 

 Development Blog Week 7 - Total War Saga Troy

Thanks for tuning back into my development blog post! This week I have started on the full production of my level, and have started to replace my block out with fully textured models and materials. I have vastly improved it since the previous development blog, my level is slowly taking shape!

Firstly, I decided it would be best to make my landscape slightly larger, doing so allowed me to hugely improve my artefact as I was able to expand my city wall and gatehouse as well as the mountains surrounding the city. This was due to the mountains being larger than anticipated. I then placed a sandy texture on the landscape within my level.

I then decided to remove the block outs that was representing each side of cliff and replace it with a static mesh of a rock. I then resized the model and started to add more rocks either side of the city walls. My level clearly now depicts a city between a mountain pass and helps to add to the immersion that it is well defended.


I then started work on texturing the walls of the city using assets I had sourced online, this allowed me to start creating a realistic city wall with a realistic gatehouse. The double walls can also be seen within the photo as this will allow the archers to stand on them to fire down at the enemy.
I then finished texturing the outer layer of the walls as well, this helps to depict a Trojan gatehouse. After hiding the block outs of untextured models this is what my level looks like currently.


I decided to then texture the lake with a water material that I had available to me.

After texturing the walls and the mountain side I then decided to place palm trees, rocks, grass and ferns around the small oasis. I also placed a wooden cart containing jugs, as well as a Trojan shield lying against it. This helps bring the level to life due to the detail added. I will slowly be adding detail to the level in the upcoming weeks to make the best level to my ability.

After this I added a spherical reflection capture to allow my water to have nicer looking reflections using light from a current light source within my level.


Lastly, I created a global post-processing volume to add a desert type tint, I tweaked it to look more red/yellow to match the tone of the desert. This compliments my level hugely and makes it look professional. Due to this I will continue to tweak the post processing volume add lens flare and post processing options when I start to have a fully fledged level.


Thanks for reading my blog post, I will continue to work on my Trojan City level. The plans for next week are to add more detail to my level as well as add small structures outside of the city walls, these acting as small stations to keep resources! 

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