Splatoon Learning Project

Alright, I’m pretty well caught up after last week! It’s been pretty rough, but things are pretty much back to normal now! I ended up modeling some map assets today, the first of many! Still pretty simple. So far I’m just adding my own spin on random items from Urchin Underpass, and I’ll probably be copying more graffiti and decals and stuff from there as I’m going along.

All the assets are modeled in Blender and textured using baked Blender procedurals, which are kinda like a very basic version of Substance Designer without the library of materials to work from. I tend to use them a lot because usually you can push them really far and it saves you the trouble of editing photos to remove all the lighting information or struggling to get free to use textures to look like they actually belong together. Basically the best of both worlds in that they’re fast to make and they’re really composable and modular! It’s kinda like using vector math to paint across your 3d object all at once in a non-destructive way, I highly recommend it.

Anyway, more to come when I get the chance! I’ll probably be busy tomorrow, but I think I’ll have some time during the week to re-code the object system. My brother was telling me I should commit to the Clojure data-structures a bit more and use them instead of the PlayCanvas built in script system, so I ended up calculating my own delta time from pc.app._time and creating my own update list using pc.app.on(“update”), which I imagine won’t be as efficient as the highly streamlined system the PC team has done, but it does add to the challenge and it was a lot of fun implementing. I still think I can do it better though, which is why I want to re-do it later this week.

Anyway, I’ll keep you guys updated, thanks for reading!

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