BGP: Third post
|
This week I did a number of mixed things. For one I did an overpaint on Kei’s diffuse texture, adding some more colour variation and detail definition, especially on the face:
That one had to happen pretty quickly so not everything got an equally detailed treatment. Because we work in a pretty zoomed out perspective it seemed futile to put a lot of time into details that won’t be seen anyway. Until the final version of the game I also plan to fix up the roughness and metallic maps to work in the reflectiveness of the materials which is not there right now. I also worked on adding in materials and lights in the scene and poking around with shaders. Which initially was very,very, very much:
I’m adding the quick overpaint I did a couple of weeks ago to establish what we were aiming for.
This is what the same place looked like at the end of last week in-engine:
Getting there! What we’re doing next week is finishing applying basic materials to the entire level and adding in neon-signs and little heaps of discarded loot, benches, posters, stuff like that to make the environment feel more lived in. Finally the logo. We locked down the name “Kei” for now so I played around with a couple of ideas but ended but re-using the weapon designs to create a key-shape around the controller and based the background on the one in the concept art (see previous post). Such overlay. Very wow. Still need to do colour adjustments and bring down the white in there because ow my eyes.
See you next week! |




