Texture observations

Breath of the Wild

  • Realistic “main” textures
    • Ground, cliffs, walls
    • “Bodies” of larger objects-shrines, etc.
  • Graphical–can be low-res textures, solid colors, handpainted.
    • Lessons to take: what if the “closer” I am to an object, the less realistic it is. Or the more interactive, the more stylized it is. Like the walls in the coffee shop are like the “main” textures in BOTW, the pipes/details in front of the wall are a second, more graphical/handpainted layer, and interactive objects leaning against the wall are very stylized.
    • To simplify more: Back layer–Substance. Middle–hand-painted with substance details. Foreground–handpainted.
      • But what about a prop that’s neither. Like a desk?
      • Could this be the “Roger Rabbit effect” I’m looking for?

Published by Jaxon Wallach

UT Austin - Assistant Producer and Game Design/Production Teaching Assistant

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