MYCELIUM HEAVEN DEVLOG #1 - ART

[h1]MYCELIUM HEAVEN DEVLOG #1 - ARTE[/h1] Hiii! Today we are going to talk about Mycelium Heaven’s art. [h2]🌲Why?⏰[/h2] I knew I wanted to make the style 3D and low poly so I could produce the assets in a reasonable amount of time with a distinct look. I really like heavily textured, stylized 3D games, so I took inspiration from "Shelter". [img]{STEAM_CLAN_IMAGE}/44709654/56d323d456225a56d3c6df3fa9788649424d723d.png[/img] I don’t usually work with sketches, and since this game was made for a Jam, to see what I wanted to do first I just opened Blender, made some cute low poly models, and then jumped to Substance Painter to give them the final look. After a bit of trial and error, I arrived at some textures that I liked. Then I just made the rest of the assets to match the look. One thing that I was aming for is that a frame from my game needed to be distinct enough to be recognisble. I like it when you see a screenshot and you can inmediately say “hey, that’s from that game”. [h2]🖥️How?🖱️[/h2] My asset-making pipeline is basically this: First, I look for references. Sometimes they go on a Notion page; most of the time, they are a few tabs open in my browser. [img]{STEAM_CLAN_IMAGE}/44709654/63200343f625df327a1bcfb8083cdeedd723000f.png[/img] Then I make a little drawing in a notebook (a very optional step). [img]{STEAM_CLAN_IMAGE}/44709654/e91bfaf6f40e3e91037a7526ef209365af0177f2.jpg[/img] After that, I make a 3D version of it in Blender, trying to stick to the level of low-poly that I have established. [img]{STEAM_CLAN_IMAGE}/44709654/cfbca8eab8784908408c2834d6b6ecfc06f767b2.png[/img] A very important step here is to vertex paint the different parts of the model so I can apply different colors and patterns more easily later. [img]{STEAM_CLAN_IMAGE}/44709654/5f927f7c1b7d32e95a0b5fb1cecd334a99eca4eb.png[/img] Finally I go to Substance Painter and give it some life. I use the vertex color as a color ID map to create masks and apply color more easily. Here is where I usually experiment the most and try different looks. Most of what I do is based on basic colors and patterns, so iterating is quite fast. [img]{STEAM_CLAN_IMAGE}/44709654/4f13cf75c23065f240572d7a157d6f83ed787ee6.png[/img] And when it’s done, the model and the texture (yes, the entire game is made only with base colors, I really like the plastic look) goes to Unreal, and it’s ready to go. [img]{STEAM_CLAN_IMAGE}/44709654/ba4171d9e8b2c8319cd87a076b3d43b244f5f81b.png[/img] I hope you enjoyed my little rambling about game art! See you in the next one 😉