Symbiosis DevDiary#3

Re-cap

This week have I continued with the environmental and decorative assets such as flowers, grass, vines and moss. The flowers are mostly for adding colour and diversity to the world in addition to the mushrooms. Some of these things will also work as cover-ups of the visible seams between tree trunks and their roots and branches since they are modelled and assembled separately. I have also tried to figure out stones…

Stones

Stones feels like they should be in the 3D Modelling 101 since they are overrepresented in every game, together with the crates and barrels filled with loot. Since I haven’t modelled any stones before I started off by looking at some tutorials. Those who didn’t show a stone generator or Zbrush gave me the first result showed in the images below. It looked good and was easy to do, but it didn’t give me the result we wanted for the game. What we strived for was the more blocky shape, as shown in the middle below. I was more pleased with this, but it took time to tweak the polys from their original shape (left) to the more irregular look. When I tried to do it on an other stone later the result wasn’t at all as pleasing. The Result of my battle with the stones? After too many hours trying to figure out the secret behind stones to have them look as we wanted I surrendered and asked our Zbrush artist to take this task from me.

stones_wWireframe

My approaches to the stones both with and without wireframe

 

 

About Ellen Mellåker

2014  Graphics