Tamarrion, post 6

Action1This week we focused on putting out the most polished art assets possible to make the GGC screenshot deadline. The majority of time this week was spent baking and putting together textures for our environment and characters.

EngineTest1

A lighting test from earlier this week, not using our final shaders.

Baring some polish work, the Boss’s diffuse, normal and ambient occlusion textures are now complete. He also has an emissive texture to make his eyes glow, complete with some bloom we put in our shader to really make them shine. With the art style we’re aiming for, we will be skipping any other texture such as specular and metalness, and just go with the ones we have.

EngineTest2

The previous screenshot, unlit.

For the boss’s color scheme, we ended up using one of my concepts that I showed some weeks ago, as it went best with our environment and vision.

The current version of the diffuse texture used on the boss's armor.

The current version of the diffuse texture used on the boss’s armor.

Action5They’re not quite finished yet, but we spent a lot of time on Friday fine-tuning our environment lighting and shaders to get the results we want. Note that the main character’s textures are still a work in progress.

Action4We’ve also isolated and chosen footage from our motion capture shoot last week that we will be cleaning and using for the game. I don’t have any screenshots to show as the cleanup work is being done on a computer kept at school, but there was very minimal work to be done on the majority of takes, and hopefully everything should be in an import-friendly state early next week.