More sniper stuff
Added a gun, added another camo type and blended them to make "woodland" camo, half green half brown camo. Since I'm planning on having green and brown in the woodland assets, this makes sense. They're fairly sneaky looking even up close tbh, though the gun and goggles betray them.
I'll probably make 4 or so mesh variations for the snipers, all using the same UVs. No goggles, camo gun, stuff like that. They _might_ turn into classes because it could make loadout selection simpler (4 options rather than some large number of swapping slots) though i might just ditch that altogether and make the snipers homologous in function.
4.6MB turntable gifDecided to try to make an anim but should really make an avi or something next time.
The render came out a bit dodgy at the seams due to some settings messed up (it really shouldn't filter surfaces that're at a highly compressed angle, does anyone have an easy fix? This is using the openGL renderer in blender).
Props are fun to make, a few variations of grass is super versatile and not very expensive scene wise.
I'm using unity free atm so might have to do my own LOD code. That's ok though, means i can tweak it how I want it. I likely wont need LOD initially considering how lowpoly all of these are - that whole scene including backfaces and things that would be overdrawn is 1497 quads. For a tri budget of say 15k rendered i'm probably in the clear using full LOD stuff but I'd like to cut down on the expense of the grass - 9 quads for each clump, at a density of about 1/m^2 depending on the scale.
Gotta do the ninjas and buildings soon and get the basics of gameplay down.