Neon Skies – Week 2


In the beginning of this week, we realized that the bow we were making was a lot more high poly than what we wanted. Instead I found an old concept art the team had made and finished it quickly so we could get at least an alpha version.
As it currently is, it is too small, the version on the right is a scaled up x5 version in Unity, I will early next week go back and fix the size in 3DS Max.

Topology

Topology

As you can see in the image above, the topology is also not that great. It will also have to get a rework, but that’s why this is considered an alpha version of the bow. It’s mostly intended to give a sense of how it will look in the game and possibly animated so we can focus on more immediate tasks while allowing for early testing. I will work on a good topology when we got more time over.

Click to view slideshow.

For the rest of the week, I focus a lot on rocks. Rocks and different types of cliffs. Specifically 5 types of cliffs, 2 types of floating islands and 3 types of rocks. There seems to have been some issue in the chain of programs as the size of the cliffs and and floating islands did not match what they were set as in 3DS Max, but also, many textures seem to look a lot worse in the engine, although the answer could be that the textures in 3D Coat show at top quality and then their resolution is scaled down to what was set.

Content wise, this was an active week. I prefer larger tasks, but it was good to get at least some of the environmental first drafts out of the way. The work on them will likely continue next week.

About Marcus van Aller

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