Hello everyone! It's good to see you again! To be honest with you all we've been having a few set-backs lately, game dev is weird and sometimes things don't go according to plan. We're still working really hard to get The Breeze up and running! And we'll have something out to you at the time we planned, though it may be just a taster. We're getting through this stormy weather together! We have plans and back-up plans underway to help us! We have a bunch of content ready to implement as soon as we can! To make up for a short update here's some concept art for our mysterious merchant! They'll be the one supplying you with gifts for your guests. No one knows much about them other than that they always have exactly what you need, when you need it. The only challenge is whether you can identify it for yourself. Character SpotlightClick through the image below to meet Lightning! Thanks for reading! Don't forget you can contact us any time on twitter @BreezeInnGame if you haven any questions for us devs, or even the guests!
We'll see you again soon, stay safe, - Chey
0 Comments
Hey 😊 I've been making 3D art for about 3 years now. I tend to focus on low poly stylised assets, but I'll give any style a go. When Chey asked if I wanted to work on Breeze Inn, I was pretty excited. Chey had made some gorgeous art for the early version of the game, and I was excited to put my own twist on it. Last week I talked briefly about what I’ve been doing lately, this week I thought It may be cool to delve a little deeper and really explain the details of my workflow. With the main hotel area built and textured, I’m now working on the gifts. These will initially be 2D rendered icons of the 3D models. We hope to later implement a “closer inspect” mechanic where the player can zoom in and rotate the gifts too. So, first things first, I’m given a list of assets, some visual reference and a whole bunch of artistic freedom. When modelling the assets, I like to keep them as simple as possible. The more complex an asset is, the higher poly/tri count will be. And the higher the poly count, the more strain it puts on the game engine. Pair this with a target platform of mobile and you’ve got a pretty restricted budget. As a ballpark figure, I like to keep my assets below 1k tris each, with an exception for reeeeally special assets which can be pushed to 1.8k tris. Once modelled, they need to be UV unwrapped. Which is so. Much. Fun. -.- I make sure every asset shares the same Texel Density, that is: they all share comparable space and size on the UV sheet. This helps ensure the texture resolution matches and you don’t end up with some super crisp assets and some blurry. My Uv sheets tend to run at 1k in size. This gives me plenty of space to fit as many assets on the same sheet and allows me to hand paint the details clearly. I take a snapshot, take that in to photoshop and start painting. I don’t really have a method when I comes to painting, I usually grab a bunch of reference and start on whatever takes my fancy first. Because the assets will only have a diffuse map (or a ‘colour map’ to the less technologically inclined) I need to paint as much detail in as possible. I’ll paint in lighting and shadows which can be pushed further in engine. I really do love what I do and am always working on some personal projects in the background (or playing D&D) x Character Spotlight!Click through the image below to meet Medi! This week we ran a poll to decide the character spotlight and Medi tied with another character, so you'll meet them next week! Make sure you're following us on Twitter to partake in future polls or Q&As!
|
Archives
October 2020
Categories |