This week I received some feedback on my models and textures, and so I’ve spent some time this week making changes based on my feedback.

 

Models

 

I received a lot of feedback on my models, mainly to say that I should make them higher poly, which is easy enough to do.

 

I started off with the bow model. Since the bow is an object that the player will actively use throughout the game, it’s ok for the bow to be high poly. Since the curves in the model were very sharp before, I decided to fix this by creating more edge loops using the multi-cut tool. I was then able to adjust the positions of the vertices and was able to get a nice curved shape as a result. I believe that this looks much better now and the bow looks much more natural.

 

 

 

 

Next I decided to fix the bushes. I was told that the bushes appeared too jagged and would look much better if they were higher poly. My group said they liked the shape of the bush and that I should just continue working off the model that I already have. I decided to start off by adding more edge loops to each layer of the bush, and then adjusting the edges so that the layers were more curved.I then selected the edges on each ‘point’ on the bush and bevelled the edges to give a more rounded look. I then finished the bush by smoothing the edges.

 

 

Overall I think this looks much better as the bush looks much more natural compared to the low poly bush that I had previously made.

 

 

The final model that I fixed was the stone pillar model. During the feedback session I was told that the pillar looked ‘too perfect’ considering the time period that the game is set in. The pillar was perfectly symmetrical and the Celtic symbol was perfectly carved, which wouldn’t have made sense. To fix this, I modified the pillar so that it wasn’t symmetrical. I used the multi-cut tool add more edge loops to the pillar and then started dragging different edges and vertices out randomly to give the pillar a more ‘man-made’ look. I already think that this makes a big difference and the pillar is already starting to look better. I then decided to get rid of the Celtic symbol as I could add this in using Substance Painter instead.

 

 

 

 

Textures

 

I continued working on the stone pillar model in Substance Painter, so that I could add even more details to make the pillar appear more worn down. I started off by texturing the pillar the same way we textured stone, using the style guide to help me. I used a base colour for the pillar and then used a lighter shade to highlight around the edges of the pillar. I then used a darker shade of grey to go into the gaps of the pillar.

 

Next I added a Celtic symbol using one of the masks that is provided in Substance Painter. I felt that the mask looked ‘too perfect’ considering that it is supposed to be carved into the pillar. To fix this, I used a cement-style paint brush and changed the height levels and traced over the symbol. I think this looks much better now as it looks like the symbol was actually carved into the pillar.

 

I really liked the look of the cement brush, so I used it again on some of the edges of the pillar to create some rougher looking patches on the pillar. I also applied some cracks as well to reinforce the worn-down appearance.

 

To finish off the pillar, I used the ivy branch brush to make it look like ivy has spread across the pillar over time.

 

 

Overall I’m very happy with how the new stone pillar turned out and my group members seem to like it too.

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