Textured the enemy model I was talking about yesterday, playtested some more (game seems to be broken for no discernible reason, like, we took that break and when we opened it there were bugs out the ass that weren’t there before) and did extra tweaks to the lighting.
On the subject of lighting: I’ve been using bakery, which is faster and gives better results than the built-in lightmapper in Unity, but sometimes when I load a scene I have to recalculate the whole thing again since the UVs get corrupted. If anyone knows what I’m talking about feel free to get in touch cause shit’s annoying and time consuming to fix.
As for texturing, Blender has been surprisingly comfy to just paint whatever model I have around. Dunno why it seemed so bad before but now it’s even relaxing. It’s like airbrushing a model kit.
Newprogrammer is gonna log in after I’m done with this so I’ll have to check the fixes he didn’t get to do yesterday tomorrow. I might either texture another model or continue drawing concept art for another character that REALLY needs to stop being a placeholder.
Current plan is to somewhat polish most of the assets needed for this chapter (a lot of them will be reused so there’s that) and move to the rest now with with a solid loop. What I mean with this is being able to play the other levels like a player would instead of playtesting everything in isolation.