Tuesday, Mar. 3

not feeling any of the 3D work I’ve been doing. I’m struggling to find a consistent texture style that lives up to the loose nature of my concept art.

Here’s where my insecutiries lie:

  1. The actual modeling doesn’t seem as “fun” as the concept art. I’m not modeling loose lines or divergent features. This is because I’m really considering functionality while I’m building a model (am I OVERconsidering it?).
  2. Handpainted details and lines feel too flat. If I want to incorporate any kind of dirt, grime, discordant lines, I feel like it looks amateurish.
  3. I can’t tell when I should paint or model details. Should I draw a screw on a table, or should I model it, playing up lines on it.
  4. Lighting–it doesn’t look great on all handpainted textures. And some handpainted textures feel too flat to make the lighting feel effective. This leads to my next point…
  5. Substance doesn’t look great with handpainted textures. It looks like a bumpmapped nightmare from 2002. But I still want it in my workflow as the alphas/layers are really easy to use. I think I need to make harder calls about using Substance. Like maybe not use it at all.

Published by Jaxon Wallach

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

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