xyz yes, I need to make some props. I just heard that in level design it's more important to make the rooms first and add details last. if you get stuck making details you never finish.
I am making lights and made a screen. things like wires are easy to model and UV but depend on the level layout. other props need to share the same texture for performance so I need to make them at the same time (the ones that are baked).
once I fake these they will contribute to the ambient light and change the scene
xyz maybe even posters/logos
these take some time to make
xyz You could also use decals to project stuff like colored stripes running across the walls, similar to what half life did in the black mesa facility:
yes, I'm planning to
xyz In fact the above image is a textbook example of what I had in mind. Everything is in gray hues with saturation accents concentrated in small areas, all achieved via props and wall graphics.
I'll get there eventually.
devlog (yes, again): I added an old weapon model to replace the cylinder, it's still a placeholder and I have some others to choose from.
I then tested weapon size and clipping. having the weapon too small caused it to be too blurred due to the physical camera, so it has to be to scale.
then I messed with shaders and did research to try to do the call of duty weapon deformation, since I want the weapon to react to lighting and not be in a viewport.
that failed. then I just placed the meshinstance
inside a node3D
and changed scale there, and it sort of worked, but the weapon gets almost orthogonal, so I had to move the camera to the very back of the character.
I might think of a different solution later. wolfenstein had the weapons dodge the environment, but this sound like a lot of work.
another solution is to use shorter weapons, the rifle is pretty long.
it still gets a bit blurred when the focus is far, but it's pretty good.