Monday, Mar. 23

Been inspired by Final Fantasy XII’s approach to texturing and modeling–emphasizing detailed texturing over complex models; everything is so simple in terms of polygonal count, yet looks terrific.

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In love with the crate Moogle is sitting on.
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Something I’m trying to figure out is height mapping; almost every object seems to have a “film” over it; like subtle bumps over every texture. From afar, it may contribute to the softness of the look.

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Going forward, I want to really bring out my hand-painted textures, and stress less about complex modeling.

Published by Jaxon Wallach

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

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