Saturday, 31 January 2015

Hand painted textures

It was a good idea to start with base colours, from here I could estimate how close I was to achieving the colour pallet that the concept art was using, and I also had a canvas ready to add detail onto.
First off, I added a few highlights to give variation to the block colours currently being used, I generally used highlights, and placed them on the edges of the chest.
Next i started to add detail, it was tricky to get the style right, at first the grooves where too curved, and didn't give the angular look that most of the sky saga assets possessed, I reworked the grooves so that they have more variation but more straight lines. I used 3-4 layers to achieve this, I used a base layer where the initial groove was to be, with a layer of detail to go over that, then I had a layer to give a variation to the wood colour in between the grooves. I then used a 4th overlay layer to make the wood darker so there wasn't much contrast between the light and dark wood on the chest. My main goal for the textures is to create as little noise as possible, because sky saga is a very simple game in terms as aesthetics.

base colour


This is the base colour applied to the chest, i now need to add texture detail and highlight to the texture to make the geometry pop out, and give it that "skysaga" look.

Wednesday, 28 January 2015

The Chest


This is the low poly model of the chest. I will make a high poly version with a few more chips, and with that model I will bake the detail onto the low poly model. This has a poly-count of 2500 which is what I estimate to be a reasonable poly-count for the chest in comparison to the workbench which is around 4500, but is also more complex and is larger.

Monday, 26 January 2015

bevels, chips n' nicks.


When looking at the reference assets, i noticed that a lot of the poly count was taken up by nicks chips and the large amount of bevelling. This is my take on that style with the chests key lock mechanism.


SkySaga Art Test

Skysaga: Infinite Isles Unveiled Art Test ­ 3D Art Test Your task is to create the ‘Loot Chest’ asset. Utilize the ‘Loot Chest’ concept art and example assets provided as a guide to produce your art piece The example assets folder contains two game resolution assets to assist you. They are representative of both model/texture construction and usage as well visual style and quality. The concept piece they were based upon is also provided for your reference. Good Luck.

THE ART TEST


I've been looking at some game play, assets and concept art of the game and very quickly it is apparent that the game is very SQUARE orientated. It's a voxel in the same vein as mine-craft, but it has much higher polygon assets. The environment is built up with square blocks, and the assets in game are high polygon assets with very appealing and friendly square features.

From looking at their loom and workbench assets I've determined these guidelines:

Texture Resolution: 1024 (Colour/Normal/Specular) - Painted Texture

Polycount: between 4000 and 6000 polygons

Shader: "UberShader"

Design: Soft angular shapes, square and cartoon appearance. (Strong bevelled edges)

Colour: Strong contrasting and basic block colouring

Mesh: Asset is comprised with between 5-7 meshes that have been combined
_________________________________________________________________________________

I'm estimating I'm going make a roughly 5000 polygon asset due to the simple nature of a loot crate. This is going to one of the first times i've made a truly 100% hand drawn/painted texture for an asset. I'm most likely  going to bake normal maps where needed for a nice finish to the assets aesthetic.

The models have lots of very simple and visible chips and nicks built into them. It gives the model a sense of age, yet the textures remain very clean and "new" looking. There are no sharp features to the models, everything is nicely rounded.

Friday, 23 January 2015

Using floating geometry


I had already finished my assets before I learned about how to bake normals via high poly assets. So i had to apply the UVs to my existing normal made with crazy bump. I made one screw and duplicated it over my CB Normals texture. I'm going to try add more things like this to my asset.

Thursday, 22 January 2015

Assets in UDK


This is a screenshot of a UDK scene with my assets. I mocked up some shapes and new assets to fill out the scene.