Drawing and modelling assets:

2D:
for the 2D assets it was a simple straight forward approach, I looked at references online and followed Sophies guide and asked for feedback to make sure I got the texture on the drawings right and that they of course blended in with the rest of her assets. I feel like mine are just ever so slightly saturated.

My 2D asset

My teammates 2D asset

3D:

Like the 2D I used references for the sizing and to get it right, I also had to keep in mind that it worked with out theme which required a lack of straight lines “wonky” or crooked, bent, etc. And make sure it blended in with my games design theme mate joey. We had a little struggle getting it right, I found what helped is to model it straight and then duplicate it to try different deformations, shared them to my group and we decided with votes which one we preferred.

On the other hand, texturing, although I thought I had prepared myself for it was full of trials and errors, a lot of models whose UV mapping got ruined when I was in the process of level design,  most of which were faces overlapping each other but I generally didn’t have much time left at that stage so I tried to work as effectively as possible, that unfortunately meant I couldn’t explore with textures as we did want to take time and draw the outlines like in 2D assets:

But it was very time consuming, and my teammate had a problem with her UV mapping that couldn’t be altered now.

I used UDIM workflow and had by category all of my assets spread apart onto the scene, because most of my models were variations of each other I created a smart material that had the basics of what I wanted my models to include, similar to 2D, not use height maps and look more like a 2D digital colouring, with some noise and specs of discoloration, it did the job although I feel like I could have done better. These smart materials would be copy pasted into the other props and the black mask would be changed to put the colours I wanted the models to be in.

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