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Thewhaleman got a reaction from Squad in Chlorine
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.
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.
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Thewhaleman got a reaction from Freaky_Banana in Chlorine
Early concepts for Chlorine for those who are interested.
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Thewhaleman got a reaction from VIOLATION in Chlorine
Early concepts for Chlorine for those who are interested.
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Thewhaleman got a reaction from a Chunk in Chlorine
Early concepts for Chlorine for those who are interested.
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Thewhaleman got a reaction from JackT in Chlorine
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.
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.
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Thewhaleman got a reaction from Interfearance in Chlorine
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.
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.
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Thewhaleman got a reaction from Interfearance in Chlorine
Early concepts for Chlorine for those who are interested.
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Thewhaleman got a reaction from zombi in Chlorine
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.
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.
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Thewhaleman got a reaction from Radix in Chlorine
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.
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.
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Thewhaleman got a reaction from slavikov4 in Chlorine
Early concepts for Chlorine for those who are interested.
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Thewhaleman got a reaction from esspho in Chlorine
Early concepts for Chlorine for those who are interested.
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Thewhaleman got a reaction from Anduriel in Chlorine
Early concepts for Chlorine for those who are interested.
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Thewhaleman got a reaction from zombi in Chlorine
Early concepts for Chlorine for those who are interested.
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Thewhaleman got a reaction from Quotingmc in Chlorine
Early concepts for Chlorine for those who are interested.
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Thewhaleman got a reaction from DutchCrazyGamer in Chlorine
Early concepts for Chlorine for those who are interested.
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Thewhaleman got a reaction from JackT in Chlorine
Early concepts for Chlorine for those who are interested.
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Thewhaleman got a reaction from Evert in Chlorine
Early concepts for Chlorine for those who are interested.
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Thewhaleman got a reaction from blackdog in Chlorine
Early concepts for Chlorine for those who are interested.
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Thewhaleman got a reaction from Squad in Chlorine
Early concepts for Chlorine for those who are interested.
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Thewhaleman got a reaction from Lefty in Chlorine
Early concepts for Chlorine for those who are interested.
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Thewhaleman got a reaction from El_Exodus in Chlorine
Early concepts for Chlorine for those who are interested.
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Thewhaleman got a reaction from spa in Chlorine
Early concepts for Chlorine for those who are interested.
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Thewhaleman got a reaction from Minos in Chlorine
Early concepts for Chlorine for those who are interested.
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Thewhaleman got a reaction from JimWood in Chlorine
Early concepts for Chlorine for those who are interested.
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Thewhaleman got a reaction from El Moroes in Chlorine
Early concepts for Chlorine for those who are interested.