BGP#2 – A Week of Iteration
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Greetings! As the title reads, this week has been a week where the assets has gone through some changes. There has also been some discussions about light and atmosphere related to texture work. Here’s an example of a lighting test we did just to see what color the textures should lean towards. The ambiance light as well as the torch lighting you can see has a teal color. The textures will mostly also have a very small teal tint but will be shifting to brown and gray here and there. We’re also looking at breaking the monotone blue that is seen and splash some other sort of colors in the textures at points of interest. Like I said, some of the models have been redone and the pillars are among them. Here is some of the work I’ve been doing this week. The last version of the pillar models where to carved and resembled wood more that stone, so I simply made then more smooth and added some polish by using alphas on my brushes that I took from the stones I made last week. It worked rather well. The base of the pillar is also different. The spikes are now disconnected of the actual stone and then remade into metal and surrounding the pillar. Just a way to change the materials a bit and not just have stone everywhere. I have also started reworking the floor as well as started on the wall High-Poly models and will complete those next week, and hopefully those will be final. Stone slabs with the correct art style I have found to be very hard to make. But I gladly welcome a challenge and will continue to work my way forward. Next week will probably also consist of the continuation of the Archway models as I feel something more could be done with them. I will also start to assemble a list of miscellaneous assets that I could work on if I complete early, just to add to the feel of the game, such as broken tiles on the floor or corpses of the unfortunate.
And that is all I have to say about that. Have a good one! |