Here's some progress of my texture work! I turned off the inking I had from before so I could get a better gauge of color scheme and how noisy the base of my texture is going to be. I think the inside might be a bit too grimy, but we'll see what Polycount has to say about it. I'm going to add some more yellow decals around the doors for the Jakobs design. Once I'm satisfied with the grime, I'll start inking in the solid line work.
I happened to glance at my own posting the other day and noticed the intro/project complete lines were totally mucking up the text in the link snapshot, so it'll be on the bottom from now on!
I think I'm about 99% done with the high poly, just need to make one more minor part and tweak some edges and I can move on to making all the low poly pieces. At this point, the locker is kind of a cross between one of the vending machines and a lootable chest. I'm pretty satisfied with the design, I just hope the textures can bring the Jakobs style into the model. Here are some final shots of the high poly. I probably won't post more unless I make a huge change.
Here's a darker shot of the whole piece to show where the green lights will be for the player to see:
Here are the solid colors that will probably make their way into the diffuse map. The brown represents wood paneling.
Finally, here is the closed and opened state for the locker:
More on the way! I got the engine set up so I can start messing with shader nodes to make a decent looking outline shader. Oh yeah, there will be a tiny bit of environment to go with this so I'm not done with high poly stuff just yet. Introduction Post Project 1 Complete!
With my Skyrim project on hold until my partner is ready and some hard surface challenges knocked out of the way, it's time to charge into my next project:
From here on out I will be keeping my scope in check! I think I have learned my lesson from the last two projects. That being said, this piece should take no more than 1 month. Here's what's in store: A small diorama containing some supporting elements to help frame the centerpiece. The centerpiece is a "weapon crate" similar to all the varying kinds that present sweet loot when you open them, like this:
I noticed only Hyperion and DAHL are really the only in-game companies which manufacture loot crates (Bandits have theirs as well I suppose). I always wondered what the other companies' crates would look like, such as Vladof, Tediore, Maliwan and Jakobs. My play style in Borderlands tends to gravitate toward the heavy-hitting weapons that Jakobs is mostly known for. As such, Jakobs is going to be my inspiration behind the weapons container I'll be making. There isn't a whole lot of content to go off, mostly just the feel of the brand logo and the special skin that Claptrap has.
However, with those two things I think it will be fun to blend an old West/Texan feel to what is foundationally a sci-fi style. I foresee lots of wooden panels and swirly leafy designs. Here's a number of reference pictures I grabbed, mostly for mechanical functionality:
Here's a WIP for the basic blockout of the container. Once I am satisfied with how the doors and platforms function, I will move on to making the high poly. It's pretty square so I don't expect it to take long.
I'll be posting updates as each major milestone is completed. So you'll be hearing from me probably when my final blockout is done, or perhaps when the HP is complete.
Introduction Post Project 1 Complete!
I had a nice relaxing week off from any project work. But that doesn't mean I was on vacation! I did some of the hard surface challenges over at Polycount. Check 'em out: