We are now deep into the production stage of our game and I have continued 3D modeling and texturing the in-game assets. Sam as the art director has chosen a specific art style and visual look for the game. He drew inspiration from the Blizzard game called Overwatch for the look, which has resulted in a minimalistic colour toned look. Nick and I have been modeling assets with this style in mind, following similar conventions to keep the style consistent. This is also true concerning texturing as well.
One unified modeling technique which we are trying to keep unified between our models is the edge beveling. We have looked at creating a high-poly and low-poly models where only the high-poly is beveled and then the baked UV’s would be applied to the low-poly models. This is exactly how Overwatch does their models, this techniques lowers the poly count and increases the aesthetic look we are going for. Unfortunately we are not able to do this for all of our models because of time restraints therefore we have been creating low-poly bevels on our edges to avoid flat-looking polygon edges on the models.
Currently I have been working on rubble assets which are to be placed around the environment in order to diversify the vex-looking tiled environment of our game thus far. The rubble assets aid in creating a much more interesting experience for players who are looking to explore. As mentioned before exploration is one the main points/experiences we want to give to our players. The rubble will also help to further portray the story of a post-apocalyptic world.
As for texturing I have been trying to follow the style our art director has chosen, although as I am new to the texturing software (Substance Painter 2) I am finding it difficult to replicate his style. It is crucial for the game to have a consistent art style throughout and I must say this has been the my largest difficulty the past weeks. I am still trying to learn Substance Painter and I am slowly starting to get used to the controls and shortcuts. I believe Sam and I need to improve our communication when continuing to texture assets in order to keep a consistent style.
Going forward with the project we need to just crush out as many assets as we can in order to complete the game. I also need to work on sound effects which will complement the sci-fi feel of the game.