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Moba FMP Week 6

  • olirant
  • Feb 19, 2016
  • 3 min read

This week has been spent by me finishing off the 'ground' level of assets. To put it simply I wanted to finish off all of the ground and rock and very important structural assets and I did complete all of that.

The first step was finishing off the assets for the Orange side. I'm really enjoying making the rock formations here. A good mix of soft shapes and good texturing. When asked for feedback I was told that people prefered this side to the other due to its rounder shape which makes it look more natural and yet also more game ready.

Then I finished off the blue sides buildings. I love the barricade, they look exactly like I intended. There is some issue with the bases of them as I originally wanted them to be able to blend together at the bottom to cap the base of the level. While that doesn't work as intended and I do want to fix it, this is actually an area of the level that never gets seen.

Starting to paint the orange side was something I was excited for. The skull itself has emmissives to make it have more glow. As more of the level is built there will be more glowing and energy all over the level. I think it worked really well, I love painting on this rock.

And this I had to add, it looked amazing in the test viewport for the skull.

When I got close to finishing these textures I played with using unlit lighting. I really like how that looks but it does make the level seem washed out. Others who gave me feedback said they prefered the level with its lighting. I need to work on it more and there's a stage later on where I really will work on lighting properly. Using unlit lighting atleast helps a lot for seeing how the painting works.

After the textueres were finished I worked on decals. I wanted to create some decals to add more to the level. This took several hours of work as I wasn't sure how exactly to do this. With my art style for this project making a decal for this map is actually very difficult. It needs to be painted perfectly to even slightly work. After several hours I decided not to work on them any more and instead focused on grass and foliage.

I wanted to work on the grass as originally I wanted a decal to blend the lanes and the grass areas together. It also helps it really look like grass and less flat. I originally was trying to make these large flower beds but what I accidently created made much more sense. These single folded planes make perfect grassy areas, for grass sprouting forward. They also move ever so slightly in the wind to make the level seem more alive. The flowers are the main accident as I never intended to use them this way but they work very well as a moving plane instead of a decal, they look more real but stylish. I actually like the slight look of them floating. The flowers add a lovely burst of colour into both parts of the level which it needs. I have been adjusting the saturation of all of my assets to make the level look a bit more vibrant if I can.

This week was tough. My health is only declining and making work hard. Either way I finished what I wanted to this week. Next week I'm starting to create the major assets. I want to make first the trees and grasses of the level. For example the long grass and smoke that can be used as hiding spots in the game. The next four weeks will be spent to create the main assets for the game. The trees and rocks and what not. It should be a lot of fun.


 
 
 

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