3rd October 2017
Took a little time setting up took some time to do and here they are with expressions too. Going to do the same to the zombie and vampire next.
So many poses to chose from. There are a few expressions in there I like.
Close-ups of the alien heads with expressions. Posing them was fun, giving expressions even greater fun.
That alien is laughing too much, I must make him laugh less, actually on seconds thoughts, I am going to keep it.
I can’t not help and look at the grumpy alien on the left.
Next step as I said is to do the other two characters and get this finished this week and I’ve just realised that I need to texture Aliens mouth.
4th October 2017
Illustration of CRISPY FRIED HANDS bucket box moved on to create more food packaging. Had an itching to do, it’s all family-friendly, it’s all chicken, made to look and taste like hands, zombies don’t and for all the family to enjoy, I may come back to it to make a second pass to the branding.
Out of all the environment props, I had modelled and textured early on was the Diner sign and this is where it was left before I returned back to it.
The recent changes made were to reduce the polycount of the model of wasted faces, one main area had reduced polycount was the light bulbs and reduced the polycount of Neon Arrow, happy to say the changes were not noticeable, then worked further on the texture added rust and worn look for it.
6th October 2017
Reworked the sign base texture detail as it was a little too much rust showing, added a bit more surface detail like bolts and edge join, next step is to change the come back soon sign.
On second thoughts I have something to do on the reverse of the Diner sign, a warped version of the front side. The duality of good and bad and rework the come back soon image.
7th October 2017
More work on the sign and wall, I reduced the Diner sign polycount further, the face now is less curvy and it has sharper teeth. Added the back arrows bit and the distorted version didn’t really work and reworked the ‘Comeback soon’ sign into a newer one.
Made some changes and much better for the back version, kept the eyebrow.
Now with added Zombie.
And still with the hiding alien.
Gave the exterior wall texture another pass, added dirt and grime to age it a little, the surface was too flat and didn’t have much surface noise, now has surface noise.
Looking alright, I don’t want to work on it too much and as it is good.
Opened the original Diner scene and had a couple of issues with some of the areas, the new wall textures looks stretched on one of the meshes indicated by the arrow, I drew arrows, why do did I do that, I won’t do that again. The problem with the textures are fixable and will get around to that, and those pavement slabs look a wee too big, I don’t like the edges too, I will go and fix them too.
11th October 2017
Got back to the Vampires and been busily posing them with a few busy days with the pack of vampires, just like the alien, the vampires poses were created.
This side view of the pack of vampires does look pretty hypnotic.
Now a Zombie plague of poses, hade fun with these. Now Ingot to give them expressions.
Then dropped into Marmoset, again it’s hypnotic.
Now, the sign has a few of the zombies and vampire poses.
My favourite pose, the Fonz pose.
The Diner Sign, now with more monsters on it, I’m happy with that lighting and sure I’ve broken rules regarding lighting, shush, don’t tell anyone. I’m really enjoying creating strong coloured lighting to the environment and props, this is down to my like for Neon lighting in Hong Kong and Bladerunner, I like how the neon lighting bleeds onto other surfaces and influences the environment and scene. Hopefully, I can do more neon lighting with other props and in projects.
Superhero landing with Zombie had to share that, playing around with stock animation.
Gave the exterior pavement another pass and much happier with it. The pavement slabs before looked too big and clean. This time added some cracks to break up the clean look and made sure the edges are hardened and that yellow tint was removed….what was I thinking
Gave another pass on the background prop of the Peterbilt truck, added detail to the Normal map, just to make it look interesting and helps to improve its look.
The truck is good For a low poly background from mid to distance object, it’s good, for close up, it’s not good for that and it won’t hold up.
As an environment prop, I do like it. Adding the decal artwork to it does help with the look. Normal maps make so much difference to the model with fake 3d detail.
There was further work on tweaking the older textures and that they needed a bit of an update, like the table texture, one of the first things may have textured and it needed.
With each art pass on all the asset, it’s looking better and better.
Further work was done trimming down and cleaning the polycount on some of the props and others needed to be fixed with theirs. Some of the props polycount where a little high and considered wastage, the challenge was to reduce them without it being noticeable and as far as I can see, I think I was successful.
12th October 2017
The last few days have been, sorting and fixing the poly meshes/model, additionally with texture amendments. Some of the model’s polycount where reduced and cleaned up, then, followed by a day of exporting all the modular poly meshes and props, each had to be checked for issues with its meshes and UVs, their names. A couple had a few resetting issues with their world space locations and thankfully easily fixed.
It’s a slow process, but it has to be done as it keeps it all clean and in order. So far a total of 250 assets have been exported and still counting, a mix between props and modular parts, there is a few more left, but, I’m almost done.
That is the Diner, all in parts and ready to be put together again in a game engine.
My next texture work was on the Diner interior wall, the interior needs another pass to refine it, some of the detail doesn’t look great and it doesn’t look as good next to the rest of the environment updates and as this is the main area for the game and it really needs work look good close up. There are cracks are too big and little over the place, the wood panel needs a bit of work, the tile parts at the bottom look good, I may need to do dirt map for the edges and joins…. I really cannot remember what the proper name is for that, got its called a cavity map.
13th October 2017
Spent a bit of work this evening with texturing the wall and I’m happy with that. Added some surface details of scratches and dents may take down a little.
Going to play around with the details of the edge panels and bolts and the reflectivity of the surface.
15th October 2017
Plenty more work, sorting out the textures of the kitchen wall and gave it another pass
Electric power poles had to go back to these as the power cable is a little too shiny, I will need to rectify that. The original version of the cables where full 3d objects, these ones are just plains, saving a lot of poly count.
Electric Power Pole, had to rework the textures as they were not great and reduced the polycount further on them. I’m happier with the detail on them.
The Arizona rocks low poly version look ok, however, they are going to be used for distance object, so they should be fine. But, thinking about it, I have an idea and I may do something else, the longer I look at them, the lesser the fan of them.
17th October 2017
Been playing around with the textures, well, gave them another pass for the canyon rocks, sorted out the UV and mesh as well.
Exported and dropped the assets into the Marmoset to check how they look and the look good.
They look cartoonish and not a lot of detail all using one texture map. however, again these will be used for distant objects and they’ll be good enough for that, close up I can get away with that. If the Diner was on the top or next to the Canyon rocks, they would be higher detailed, however, as it is going to be used for distant objects, I am going to keep them simple.