The last two weeks have been all about texturing. Myself and "Drunken Doom Dude" each worked on a trimsheet.
Ignorable "information"The high dorito brickable information was roasted onto a square pallete (squallate) which was capable of housing the edgeyness brickables create. positional forces hold the brickables in place, preventing an unleashment of bricktation. Because we can't use traditional mortar as an anti Briktation positional force, instead the squallate is forced into a 2-D environment which cannot facilitate such force in extra dimensions. Above is how the end result looks in unity, using HDRP. Below are the highpoly bricks in maya. These are some early versions of the texture, as seen in substance painter. I also wanted to try some versions where the bricks would 'bleed', given that blood is in the title of the game.
Having to write in layman's and techno mumble is kinda tricky. Regardless of what you understood, please leave some thoughts in a comment :)
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AuthorCurrently in a Game Development course, Writing Devlogs most Fridays. Links
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