Wednesday 9 April 2014

Alpha

At our alpha we had almost all assets ready and with final textures. Apart from boss and few things, I was finishing the boss texture at that time and Sam was rigging it. Our terrain was the main issue, no matter what we tried it still looked crappy so we decided to redo it. We also decided to add more assets to fill the space.
As we still were not sure about the terrain we decided to make a full sculpt in Zbrush, not overly detailed but enough to use it as a base for low poly mesh to add variety in hight and flow. I've been assigned to make a sculpt.

Overall flow of the level stayed almost the same, however, I changed the size of boss area and the width of the river.


The left and the right side of the canyon are mirrored, but flipped on both axis to avoid repetition. On that scale, you can't really say.


The whole sculpt took me few days to finish, but we ended up using it not exactly the way we planned. 
In the end Alex just built planes roughly around it and we didn't bake any information from it. Instead we painted set of tiling textures for the planes and used them. It worked, resolution on the terrain got up dramatically and gave us better look.


Me and Alex painted the first diffuse map for a terrain plate and he carried on with others. 
I also painted the diffuse for boss area, it has different bottom bit, the top bit stayed the same.










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