Update:Full Size ImageUMAThe characters in the screenshots and guys that I created with the UMA stock custom creation screen. They're plugged into mecanim and I've got some basic animations on them. If there was an AI kit I could probably drop it onto these guys in a few minutes, or any randomly generated characters UMA spat out for that matter. I chose to place saved avatars because serializing the randomly generated avatars and reusing them later is quite a nice tool to have. More so than just throwing random looking characters around... It significantly speeds up the character creation process and now I just need accessories.
I'm going to make some custom clothing assets next and see how difficult of a time I have putting them into the UMA system and using them on the characters. After that I can probably get Joen's upcoming Power Pack and use his scripts to extend the customization control.
Level DesignMade some real leaps toward customizing these kits and moving them away from the stock appearance. I dug in and revamped some of the textures and changed quite a bit, significantly improving the kit with the bright textures and star-trek-ish interiors. I'm pretty happy with the quality of the interiors and the level of customization I've been able to get by butchering the stock files... Definitely going to be pushing further on that.
LightingI got Unity Pro and have been whipping the lighting into shape, along with sorting out problems I've found with using deferred mode and multiple cameras, among other things with DX11 and shaders in general... Much frustration, but post effects and everything are working nice now and I know what the limitations are.
AIWorked on it a bit but couldn't seem to really make any breakthroughs. I contacted the UnitySteer developer and he pointed me toward some of his scripts so I'm going to start digging into them and trying to duplicate his algorithms in Playmaker. I really want the AI to be fully done in Playmaker.