Ah, another week come and gone…
Well, I lost a couple evenings this week due to things such as open-house at the daughters’ school, etc. Despite that, I have the base texturing done for the ship exterior (I’ll post a shot after I detail out the maps a bit) and have started mapping the interior. So, getting the art finished by the end of the month should be no problem.
Also, in preparation for both Oculus support, and that I want to have seamless transitions as you exit one ship interior and enter another, I began reorganizing how the entire scene is rendered each frame. It’s not hard work, just a bit tedious. It did introduce a rendering bug that I have to sort out. The other thing it did was give me a very nice performance boost; so I’m not going to stress over one bug to clean up :)
I won’t be able to work on the transitions until I get this ship finished though. The small fighter I have right now doesn’t have an interior that you can walk around in. Again, this is the first of many reasons I decided to implement the larger strike fighter first.
And that’s about it. Again, I’m sorry about the short updates lately–there’s just only so much you can say about texture mapping though :) What I’m excited about is the prospect of finally being able to work full time on this where I can do a shift of coding and a shift of art each day. There should be a LOT to talk about at that point in each update ;)
Hope everyone has a good weekend!