Itch.io site is live!
http://jaxwall.itch.io/saltminelocation79
And the ArtStation page!
Beautiful Corner: UT Austin/BDP Production Blog
weekly blog updates by Jaxon Wallach for the BDP Project
Another progress update; a lot of slowdown in Level 1.
I didn’t go into this exactly thinking about memory usage… or any important tech limitations. My main goal was to go crazy with individual textures. This means I didn’t really care to ‘batch’ static props and bake lighting.
But I’ve fixed it: stripping out some post-processing effects like bloom and motion blur.
Really proud of how far this has come–I sent over a video to Neal today:
Put in the door today. And I forgot the salt field/rows which I did over the weekend:




Worked on the back door–a Procreate sketch over a Maya model.
I really wanted to over-emphasize the screws/bolts, and the stainless steel texture; giving it a really dull look compared to the colorful interior.
Another pipe for the Refinery level:

Finished out the core props for the refinery… it’s odd, but I think I love it?


What a mess! I’ve spent the week building out an unwrapping the core props for Level 1. I also started the leg for the refinery; I’m taking a kitbash-y approach; giving it a pasted together feel.
First day back into ideation!
Did some ink sketching on the coffee maker and random tools strewn about the shop.


Played around with Designer to figure out how I can incorporate it into Level 1–either as a rug, pillow, or curtain separating the shrine and shop. Made a pillow and brought it into Substance.

Began modeling some of the tools

Tried a new approach to ideation; with acrylic paint.


Started a Jira board; I’m hoping that imposing “sprints” into my schedule will help get me back on track in this new COVID-19 lifestyle.

I also found an asset from BOXOPHOBIC to help create volumetric fog in a skybox. My next struggle is figuring out how to create a seamless cubemap.
