onsdag 23 december 2015

Texturing

Recently I have been serving as the assistant of our environment artist, helping him out with finishing the environment assets for Lord Valac's new room. I have done a few sprites that he will use for spell effects, but mostly I have been working on painting textures.

When we felt that we were falling too far behind schedule, due to all the things we have had to redo or had problems with, we decided to write down every single asset that we need for the area that we are currently working on and organising them on a priority list. We realised that we needed to change up the way we work in order to push things out so the coders have something to work with. We also need to release builds as soon and often as possible due to the course that we are currently taking.



Modifying the work process the way we have, with letting go of our own tasks and instead working together on the same assets has really sped up the process and it feels as if we are starting to get back on track. For now it is working well, but soon we will probably need to revert to the regular way of working, in order to get assets out simultaneously. When we start working on the next area of the level we cannot work on separate assets one at a time, but rather need to work with all lowpolys simultaneously and then all high polys and so on in order to maintain consistency.



Since I had already painted Tamarrion's new textures and found a new way of working on them it was easy for me to help out with the environments. Hopefully this will even help create a more consistent level of the art in the game. It was still a challenge though, as I had to find a way of painting surfaces that are new to me, most of the textures consist of only stone which cannot be found on Tamarrion's textures obviously.



The trickiest part was figuring out how the light would hit each tiny surface from the high poly, since we want to paint in more light and shadows into the diffuse maps in comparison to the old ones. Painting the banners was more of a straight forwards process that was not too difficult with a little help from references.



The carpets were another story though, we needed them to be visible and interesting enough while still not taking over the room. They are probably, up to this date, the most well worked textures that we have in the game, apart from Tamarrion's. It was a process of trial and error, pushing the level of contrast and details further and further until we found something that looked good in the engine, but still not being overly visible so that they distract the player or create crazy bouncing lights on the characters. In the engine we have also added clipping masks to make the edges look broken and give them more of an old and worn look.



In comparison to the textures that we created during the Big Game Project, I would like to say that they are now of way higher quality. I feel that I have developed a great deal since then as a texture artist, as well as in other areas. Back then I am still sure that we did the best we could with what we had, in the time we had. That learning process combined with studying the way others work on their texture after have really helped me level up my skills and ability to create the visual style that we want to achieve in the game.

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