
Right, time for a little asset update Since my other assets this is what iv done since then (in between tree tests) Managed to unwrap all also - this is the part of the modelling just before I start with the bigger tier 1 assets (houses and others).
I think iv managed to progress reasonably well though the tree trials - since im unpracticed with them taken a bit of time. Im confident that my next tree I produce will be produced more easily and effectively.
From recent feedback It was suggested that I should try and give all my assets a cruder dimension to them, being made by more primitive tools. As everything is already unwrapped I don't see this causing any trouble, I think opening up each asset again and simply moving the vertices around and bending sections will help. So this is what ill try to do now.
I think what'll benefit the most from doing this are; the little woodenbaskets with lids, the Benches, buckets, baskets, the cauldren maybe, barrel (though not that much) I do not want to add too many more triangles to my models as there other things Ill want to model and make.

^Hardly a pain with time.. though I do not want to rush this. The tier1 assets such as the houses will need a lot of triangles dedicated to this - and will be the most noticable to the player.
With this though, the way iv done this is probably the wisest from a technical point of view. Modelling and unwrapping while its regular and then afterwards adjusting the vertices for the idea of being crafted.
These are assets iv tweaked a little bit, the feedback I recieved was correct, I was a bit hesitant to completly overdo it as they have to functions also. I think a lot of this will be done in the texturing where I can then move vertices with one on them and get it sculpted that way.
It was worth doing and it was done pretty quickly.
FEEDBACK
ReplyDeleteDon't forget to apply the 'hand made' look to the major assets as well - the houses etc