Quote from zombi23 hours ago, zombi said: It's really cool! Give me more
There might be more in the future, plan on sketching up some stuff for future updates on the map. I think there are a lot of visual improvements to be made.
Quote from JackTOn 2/4/2020 at 2:27 AM, JackT said: I'm in love with the grey colour palette used. Please give tips on creative process. Would love to incorporate this workflow into my next map. Also, what is the pipeline for processes like modelling and textures?
The general idea of the sketches are to understand how theme can effect the layout. Which is very important when you're in a collaborative effort with another person. I'm not very good with explaining my ideas with words, but I find drawing allows me to better understand the possibilities of the theme, and then start conversation about them to the people I am working with. Most of what I drew was not used, but influenced the future decision we made. We pretty much used them the same way you'd use reference photos. I should probably say I don't think sketches are always needed, but more ambitious the idea the more you should be trying to visualise ideas before hand. I just come from a more traditional art background so drawing feels like a decent way to express ideas. The workflow for assets was pretty straight forward. Models generally went 3dsmax > substance painter. The sculpts were a bit more complicated since most of them need to work with existing brush work. In those cases it went hammer rough blockouts > import to 3dsmax > new blockout > import to zbrush > import to 3dsmax for retopology/unwrap > painter for bakes and texture. Normal textures were substance designer for the most part, I also ended up leaning on heavily modded textures.com photo scans.