Last two weeks have been winding up. Most of the polish work is being done as well as testing. This last 2 week period I spent working on promo material and preparing for the Accelerator pitch that Zac has been working on. A few Ui elements have been updated but nothing much has happened due to other projects taking most of the art teams time to complete. I retouched the logo render for the Accelerator Pitch.
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The first half of this week was a write off due to Melbourne games week. I learnt so much while we were in Melbourne. Some hard lessons learnt and great contacts made. I managed to design and create the assets for the loading screen. Using a side render view of Kleptos run cycle we made an animated loading element. The radial loading bar was inspired by my design for the Grapple hook targeting reticule UI element. I managed to also model and texture from a high poly sculpt. The textures were also done with an new pipeline which uses PRTpn maps from Xnormal. When baked into the diffuse map they really helped make my metallic values stand out and look nice and warm.
This week is cut short since Zac and i are at Pax from the end of the week until early next week. I managed to sculpt, retopologise and texture a Jungle boulder asset for the Jungle glider section. I textured it using the proceedural material i made for the other rocks/stone assets. I also worked on a poster design using a render of Klepto that Juane made. In doing this I made a mock up of our Klepto logo which I ended up modeling in 3d and then again Juane rendered out for the final poster.
This week I worked on props and environmental assets for the new Jungle levels. The vases were designed to look hand painted. I achieved a good painterly look in substance using brushes and normals under the brush strokes to add weight like paint. The throne and statue were also done a little differently from the usual Wild west stuff ive done. These were both sculpted in Zbrush and then re topologised and textured using a proceedural stone/rock jungle material i made in substance designer. The throne base was also sculpted and then used to bake normals to achieve the tiled stone effect.
This week I finished the last of the Wild West mine props. The track is modular with start and end pieces with a middle piece that connects them. The track switch is an additional level prop to give a bit of character to the levels. I started working on a rock material for the Jungle levels. The first 2 Jungle rocks i made were textured with this procedural material. I also re worked the In game UI elements for the grapple hook. These were not working as intended and added confusion to players in our play tests. The new UI elements allow the player to be fully aware of whether or not they are in range and where the grapple point actually is when off screen.
The last week has been really productive. More Wild West mine props and set dressing has been done. Other props are coming along great. A recent addition is the JunkBots that Klepto has assembled to help him build his simulations. These bots are made out of cardboard and junk, much like everything else Klepto has built so far!
Back after the mid semester break theres alot of work to be done to polish the existing Wild West levels and designing/building the new Jungle levels. The first level of the Wild West theme warp room is set in an abandoned Gold mine. The mine carts and tracks add a nice touch to the levels, they are modular and will be used in every level. We also finished a new Rock Mesa model to use in the levels as a replacement for some of the Pro builder block assets.
The cart has two broken variations that can be used as set dressing props in any of the Wild West levels. The carts can also be re purposed later to carry items/props or even move with Klepto riding them! |
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November 2017
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