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. 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,Continue reading “Monday, Mar. 23”

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 shopContinue reading “Texture observations”

Friday, Feb. 14

Happy Valentine’s Day! Spent a good chunk of the day organizing myself, my schedule, and milestones for this project. Setup a new Google Calendar for this Project: plugged in key milestones–when I want to meet with Neal, move from concept–>modeling–>when the project is due. Synched up Trello tasks to align with the GCal. I alsoContinue reading “Friday, Feb. 14”

Wednesday, Feb. 12

Important art: renders of Levels 1 and 2, plus preliminary layouts, plus level descriptions/purpose added to the Design Document. LEVEL 1 DESCRIPTION It’s claustrophobic–no more than twelve feet across, maybe seven feet wide. The inside mess is part of the reason for this; aside from the tools strewn about, it just looks rickety. The wallsContinue reading “Wednesday, Feb. 12”

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