Unlucky Seven will take you on a space walk and tell you a story about love, hate, and craving for human flesh.
Today Dawid (our junior artist) will share his workflow with you!
[quote=Dawid]
I do my work in Maya.
[img]http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27593463/0b5f3e3954369b2c3766dcc85c24f7e4c20cad5b.png[/img]
When I make props for Unlucky Seven the first step is to model the object keeping the proper polycount. This game style allows textures to handle many details, though I prefer to maintain a slightly higher number of triangles, which together with a pixel art texture will provide a better effect.
[img]http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27593463/266d400dd8815dc9a7ec998ab82b06ba970dac7c.png[/img]
The second step is the proper unwrap. Pixels distribution should be straight. I work on modeling and unwrap at the same time (unlike regular approach of "model first, then unwrap"), because pixel count and distribution should be matched to the shape of a model. For example, when I have a cube I would like to see the defined, straight, even lines of pixels on each face.
Texture resolution allows me to do a big padding. This manipulation makes a model or a texture modification much easier because of larger available UV space.
[img]http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27593463/e97333d19f350b29d47098cee2fbe44a2dd27fcf.png[/img]
The final step is to texture a model. Usually, I start this work in Maya. Then, when I am happy with the basic level of details, I finish a texture in Photoshop by creating, for example, things like shadows, highlights, all repeatable stuff and so on.
[img]http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27593463/1f2c4431dcc4e1ddcb2292390832c27109401fe3.png[/img]
[/quote]
Tune in next week to see how our programmer makes the pixelart models work as they should in Unity 3D engine!
[quote=Reminder]
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