First up is the concept art that I started while writing the last post, the view from the opposite side of the altar.
Standing at the Altar, looking back at the entrance |
We sat down at the start of the week and made a plan about what we needed to mesh out first and everyone in our group agreed that we should begin with the bigger pieces first, the main components of our level. We also agreed to make sure each object was unwrapped too, with the lightmap, to help get a clearer picture of the final level. We didn't want no ugly lighting errors!
I created a spreadsheet again to track our progress on the assets, I think certain parts of it still need some tweaking to be made clearer but overall I think this quite an effective way to make an asset list. The planning and creation of this spreadsheet is something I enjoyed, like the previous group project; maybe I should have taken a career in management?
Water Material: Mostly for my own reference |
The rest of this week I will be mostly texturing, with maybe some more asset creation towards the end if I can squeeze it in. I will also be doing a little bit of sneaky Z-Brush work on the altar, as I think the idea behind the Mayan style will benefit greatly with a little Z-Brush love. I'll be trying to write up the next post on Sunday too, if I don't get to (un)wrapped up in texturing. Ha ha. Ha... puns.
References & Notes
[1] UE4 - Interior Water #1 by Pub Games
No comments:
Post a Comment