A lot of things have happened
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Hey long time no see, a lot has happened since the last time I worte here, I managed to UV and texture all of the assets, this includes the accessories for the critter, the background objects and the interactive objects. Because we are aiming to build our game for the android device we had to keep the file texture sizes in mind and try to minimize them as much as possible, one way we did this was to put several objects on the same UV. While this is fairly standard it did take some time due to our choice of texture software, I used substance painter and kept all of the items in separate .fbx files but when you export textures from substance painter it will cover all of the surface of the texture meaning that I had to render out a UV map from 3ds max and then edit together all of them together in a separate software with editing capabilities making sure there were no overlaps, while it wasn’t hard work it was quite tedious and time consuming. I realize now in hindsight how I would have been able to put all of the objects in the same fbx so that I wouldn’t have had to deal with it, but you learn for your mistakes. Left image shows how it’s exported from Substance Painter, Right shows how it’s edited to fit the UV Another thing that I’ve been playing around with is ShaderForge, we got it to work and created our very own toonshader complete with outlines and everything so that we can really get that cartoony feel! The way our toonshader works is that we replace the gradient that a normal shader uses with a texture containing the colours you want to use, the more notches and shades you have on that texture the more “cuts” you’ll have on your objects, I played around with this wuite a bit trying out different colour combinations until I found a shade and the proportions of it that I felt fitting for our game. I decided to go with bluer shades because I felt it matched the feeling we wanted to get out from this game.
I’ve also been working on some 2d stuff, like icons for the UI as well as a background screen for the walkmode. Because I wanted the UI icons to feel more playful and fit the cartoony style I made them a bit rounder, a bit more hand drawn in order to get that playful style, more organic shapes. The background in the walkmode is a simple background in flat colours almost mimicking vector art, the hard shades were also made to match the cel shaded style we have in the game. It doesn’t follow the exact same logic as our shader, but it still bears a resemblance to the style; making it stand out enough and show the scene change without breaking the immersion and overall aesthetic of the game. Walkmode background (left) and Icons and UI elements (Right) |



