This week I finally implemented SSAO! It’s pretty basic, but it works.
Check out the effect source code here.
It’s a big deal for me because I tried it once before and it came out like this:
I’m also still working on the player model. I think it’s close to being in a usable state. What do you think? Is that a ponytail, or a brain slug?
Like I mentioned last week, I’m using Rigify to rig the mesh. I wrote a little Blender operator that bakes all the IK animations into a format I can use. If there’s interest I’ll post an article soon about the whole process, because Rigify is surprisingly hard to find information about online.
Lots of other stuff is happening too, it’s just not very screenshotable. For example, I finally figured out a way to prevent people from infinitely spamming the wall-jump straight up a corner, and I did it without nerfing legitimate wall-jumps at all. Great success!
That’s it for this week. Thanks for reading.
Great update...look forward to playing your next build.
i like the new modell :)
Lovely progress, the character model is really taking shape.
It might just be thanks to the perspective, but the characters legs look oddly short, according to the common 8-head model the legs should make up about half of the total length.