We established our concept for the Group Project as soon as it started, brainstorming together for ideas. We wanted something unique that would reflect the Transition theme and after some thought, we settled on a horror game set in a Circus that is the entrance to Hell. The levels would be like the circles of hell and the player would transition from one to the other as the environment gets progressively more aggressive and scary.
Tuesday, 3 May 2022
Group Project: Hell Circus
Monday, 2 May 2022
Reusable Textures and Modular Assets
As video game engines aren't yet all-powerful and time is precious in the video game industry, solutions had to be found in order to generate massive environments that the engine could process and load fast.
Some of the ones I have learned and researched about are tiling/trim shits and modular assets.
Tiling textures and trim sheets are generally used to texture large, generic surfaces and good resolutions without using huge textures and wasting unnecessary budget and time. They also preserve the Texel density that would otherwise be lost using a large texture. Even more, using a 4096x4096 or bigger to texture every part of a huge environment would immediately make the game unplayable, or at the very least drastically decrease its performance.
While tiling textures tile in all directions, trim sheets tile only in one.
Tiling textures and trims can be used in multiple parts of a game, even in different environments. For example, if you've made a stone tile sheet for a stone floor, that texture can be used later for a stone wall.
Although tiling and trim sheets do have obvious repetition and can't have unique details, that can be hidden using things such as decals and props in order to distract the viewer from it and break the pattern.
Modular assets, on the other hand, are like puzzle pieces. They are assets made to fit together in various patterns in order to build environments easily. I will give an example from Nintendo's "Legend of Zelda: Breath of the Wild" as it is the latest one I've played and I noticed the patterns in most of the environments, especially in the Zora's Domain area.
Legend of Zelda: Breath of the Wild, Zora's Domain |
Animal Project: Texturing the Fox and Implementation
For texturing, I chose a stylized look to fit the sculpt style.
I started by using a couple of fill layers with procedurals to add more variation to the colours and add a watercolour like effects. I mainly used cloud procedurals, but I also used a Crystals one, that gave it a subtle brush stroke like effect. Afterwards, I used layers with the Mask Editor generator to add shadow in the cavities and highlights on the edges.
I also used two Light generator layers to add more variation to the colours, giving it the darker orange fur bits.
I then painted some darker spots using a brown fill layer and painting into the mask, to keep the workflow non-destructive. I did the same for painting the black and white parts on the fur. I added some yellowish colour into the white parts, to make them more interesting.
For the saddle, I used a similar process: used procedurals to add colour and roughness variation, then used Mask Editors to darken the cracks and lighten the edges. For the blanket, I made the pattern in Photoshop, the imported it and placed it on the model.
Thursday, 3 March 2022
Animal Project: Retopology, Unwrapping and Baking
The retopping and unwrapping went smooth overall, but for some little setbacks. When making the deformation loops for the face I failed to actually make them loop around the eyes and mouth, so I had to redo them. Once I got the hang of it though, it went quickly.
I retopped one part of the fox and mirrored the other half in, but after mirroring it, the loops broke again. I am not sure if it's because of the modifier or something else happened, but I managed to fix and make them loop properly pretty quickly.
After retopping the saddle too, I was still a lot underbudget, so I added more topology using the Swift Loop tool. I ended up with a final count of 18,572 tris for both the fox and the saddle. I also added material IDs to it so it would make it easier to texture each part individually in painter while still having the whole model baked together.
Animal Project: Sculpting the Fox
The fox sculpt was quite enjoyable to do, and I am really happy with how it turned out in the end. I could also definitely see an improvement in how fast I sculpt, as it didn't take nearly as long as other times, even though I had to sculpt an animal, which is quite a complex thing.
I started by making a block out, starting from a sphere for the head and then using symmetry and inserting shapes to build up the main forms. The legs were a bit long, so I shortened them, before proceeding to sculpt details.
Backyard: Decal, Implementation and Presentation
Making the decal and putting the scene together were the last steps of my project. For the decal, I needed something to break the repetition of the cobblestones and also to give the tree a hole in the pavement were it could be growing from. So I made a decal for that, with cracks at the edges. I first sculpted it in ZBrush using Mallet Fast and Orb Cracks:
Major Project - "Gold": Texturing The Zmeu
The texturing for Zmeu was the most tedious out of all of them. I used fill layers and masks as much as possible to give the scales some de...
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Substance Designer was quite a tricky one to learn, especially because besides the artistic and visual judgements I had to make, it is a mor...
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The retopping and unwrapping went smooth overall, but for some little setbacks. When making the deformation loops for the face I failed to a...
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The second week of the project I spent retopping the pumpkin in 3ds Max. There were a lot of elements to take care of, such as the vines and...