Showing posts with label saloon. Show all posts
Showing posts with label saloon. Show all posts

Thursday, May 30, 2013

Game Dev Blog #11: Textures!!!

So, the game underwent a couple of stylistic changes (more in the style of borderlands) and as such, I've redone the textures! Have a look:



 
So there is much more of a comic book line art style now. I went over all the textures in photoshop and followed the details of the existing painterly textures with linework to achieve this affect.

Monday, November 12, 2012

Game Dev Blog #5: Textures Part II

Time for part two of the texture series, we see me making my textures look rather more stylised and painterly than my previous post, to better match the style of the game:
I was working in crunch time and only had a couple of days to make all of my textures, so obviously I did not have the time to hand paint them all. My solution: run the texture through the Oil Paint filter and then the Paint Daubs filter (no tips for what settings in each filter to use, I played around with it for each separate texture type, eg. different for metal than wood). In this way I was able to achieve a relatively decent "painterly" look in a short amount of time and being that it was for mobile devices, you really can't tell that much of a difference.

Thursday, November 8, 2012

Game Dev Blog #4: Textures Part I

This is the first of many post showcasing texturing I have been doing for the saloon environment.
The texturing is for Unity (an mobile on top of that) and as such we are using a technique of placing the uv's for sevral objects on the same UV "sheet", allowing them to all share the same 1024x1024 texture.


This was the first tecture sheet produced, from here I was told to make further textures more stylised and painterly, and we'll see how I tackle that next week (Being that I don't have the time to spend a week on each texture sheet hand painting them).

Tuesday, October 30, 2012

Game Dev Blog #3: UI elements

This week I was tasked with making elements for the UI, specifically the main menue (which doubles as our loading screen) and buttons for abilities.






Abilities are colour coded based on type: Buff, Debuff and Special attack. 

Thursday, October 25, 2012

Game Dev Blog #2: Envronment Props

Environment Props

This week I have been working on realising the concept art from last post in 3D. I created these assets in Maya 2013. This is still a Work In Progress (WIP). 






Next post I will be doing dome UI work, including the main title screen, and the buttons for the abilities in the game. Thanks to any who read this, feel free to comment and ask questions.