Final Steps
“Now that we have every texture in the game we can finally take a small look back at everything and review things that need to be worked on to make things look even better than before. Texturing was very important to us since its how we were getting the style we wanted across. With the major part of the overall designs focusing on the pixelated style, but being able to see little scrapes and scratches is very critical to create a compelling texture since it adds a nice variety and character to the objects we are texturing, making them seem like they have been used and abused, we wanted the majority of the worn textures to be in the upper area since its the place where the enemies would mess around a lot more, and downstairs was the front, and was designed to be a really nice bar so that had very minimal scratches, we of course has a bit since the objects were still being used and it wouldn't make sense for it to look almost brand new. It was really fun to do and was interesting to think about how to create a scratched look to something like metal, or a wooden table painted a different colour since the scratches would have wildly different ways in being coloured, and even different ways they would look. It was also important to think hard about it since they would need to also look good with the pixelation on top of it as well.” - Jackson (Testing)
Visceral Carnage
Status | In development |
Author | Battle Damage Studio |
Genre | Action, Shooter |
Tags | 3D, Arcade, First-Person, Low-poly, Short, Singleplayer, Unreal Engine, Virtual Reality (VR) |
More posts
- Post Mortem - Perth Games Festival (PGF)Nov 27, 2022
- Leading To The End!Nov 01, 2022
- Art DevelopmentOct 30, 2022
- Let’s Talk MerchOct 22, 2022
- Level TwoOct 17, 2022
- Character DesignOct 14, 2022
- Texturing StylesOct 08, 2022
- Texturing Plan - StampsSep 28, 2022
- Playtesting Level OneSep 20, 2022
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