UV;ing and Texturing the critters

Due to time constraints we had to downscale our original scope quite a bit, as of now we currently have one evolution line going from Egg → Baby → Juvenile → Adult. I have also added a few bones on the Adult version for things which the play may be able to add on the character later, but as of right now it is uncertain whether or not it will make it in to the GGC version as it is not a priority.

However what is a priority was the UV:ing and the textures for the critters! Generally the UV should probably have been made before the skinning, but mistakes were made but we found ways to work around it so in the end it didn’t matter… The ways may have made people who knows how to do this properly cry, but hey if it ain’t broke it’s good enough for us and our understaffed graphical team!

There is not much to say about the unwrapping phase, each critter have their very own texture of 512×512 pixels, which is a bit higher than the assets in the background, our game is very character based and the style itself quite simplistic so this is something we felt necessary.

We used Substance Painter in order to create the actual textures for the critters, we are going for a very simplistic style with only base colours and then we will use shaderforge to create a toon shader, this meant that the textures aren’t that complicated. As we only have one evolution tree for our vertical slice I took the liberty of using the same palette for the three different stages just to make them look more cohesive.
Three stages of critters.png

The Critters in unity before the shader is implemented

About Jasmina Softic

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