Devblog #5

Hello readers!

In this post, we go over the workflow that we use to model game props, like the mask in the image below.

Most game assets are just humble props meant to fill in the background of a scene: An oxygen tank in a space station, a sci-fi doorway or something as simple as a picture on the wall. These props might not seem that complex or seem to have zero to none meaning, but the steps between coming up with an idea for an asset and then placing it in the final game can be confusing. There isn’t just one way in creating game assets and what works for one team might not work for others and vice versa. In this post we’ll show you our workflow. However this is not a step by step turtorial. This is a overview of our 3D modeling process with few tips.

We did mix up few different concepts to create an ‘abomination’ of a gas mask to give that eerie effect. It’s basically a human skinned mask.

The motivation for creating a game asset can come from few soucres – it can be something very important like a specific quest item or something minimal just to add to the ambience and to add some art direction. Obviously it has to go with the theme of the game – which is in our case – dark.
The full work involved considers few facts – is the player going to interact with it? in that case it will need buttons and switches. Is the player going to spend time examining it close-up? then you probably need to spend time on some high level of details.
After gathering useful inspiration it’s time to spend time breaking it down into shapes in some 3D app. You can use whatever suits you the most.

After the model is done, texture mapping is used to make the plain 3D model into a prop that’s ready for a game. Even when I’m modeling I’m still thinking about the type of textures because I’m deciding which parts should be with some sort of texture and which parts are geometry. Every game asset can tell a story – it comes from the wear and dirt in every texture – or in this case – what’s it made of – human skin. Which says a lot 🙂
Of course you need to take few things into concideration: what’s it made of and how would that material behave in that state, where does the dirt collect, where does the pulling occur and if it’s human skin – it needs blood.
Once the texture mapping is done – it’s time to import into and engine like Unity by simply dragging and dropping the file into the program. Once the file has imported we set the scale.
We might do some interesting time lapse videos in the future as they can be very helpful.

See you in the next post guys!

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