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”
Category Archives: Uncategorized
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: The actual modeling doesn’t seem as “fun” as the concept art. I’m not modeling loose lines or divergent features. This isContinue reading “Tuesday, Mar. 3”
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”
Thursday, Feb. 20
Busy school/job search day–I doubt art will happen. But I’ve been plugging away at a new organization document; breaking up/priortizing the tasks as epics/stories/tasks/sub-tasks At this juncture, I think this will be helpful; giving me a bird’s eye view over how much I’ve completed. I’m waiting to see how it will fit into my workflow.
Wednesday, Feb. 19
Met with Neal today: Great, positive feedback on the direction of the vignettes and my production schedule Next BIG step–experimentation with texturing; try to nail down a build/texture/lighting workflow ASAP. In the spirit of that… starting throwing some color Substance materials on my greybox:
Sunday, Feb. 16
Day 1 of intial greyboxing: to help me draw more thumbnails/color schemes for Levels 1 and 2. Built everything in Maya and put in Unity with the FPS controller: Making the color schemes, swatches official. I need to start including blocks on my drawings, AND show my process from grayscale to color:
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”
Thursday, Feb. 13
Played around with some alternate takes on the Salt Mine. Three items: rusted set of planters–overgrown, something you’d cut yourself on. A “Mud Town”, melted dirt and blue, burned out trees. Sketchings of wall details; something to put on the cofee shop; will texture and mess with these later.
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”
Sunday, Feb. 9
Starting speculating about my levels or vignettes. Right now there are two I want to do. I’m not starting from scratch on these; they’re fitting in nicely to previous work. But I need to adapt to the ‘thesis’ behind each vignette. INTERIOR OF THE COFFEE SHOP–LOOKING OUT AT THE LANDSCAPE The player navigates a smallContinue reading “Sunday, Feb. 9”