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This is a control interface addon for a secret part of the Space Exploration end game content. It may not look like much right now but it is quite significant. If everything goes to plan then this untextured model represents the last of the 3D modelling required for the end-game puzzle content.   There's still a lot to do obviously, but it's a good place to be, because from this point onward there's a lot less uncertainty in the timeframe. 

I find that the programming side is a lot more predictable. It's unlikely that a feature will take more than +50% of the expected time, and often with multiple features that time is balanced out by a few other things taking slightly less time than expected. 

The art side is much more erratic. Sometimes I have a very clear idea of what I want, I do a sketch, the model is simple to make, and it all comes together quickly. Sometimes I have a set of requirements for a graphic to fulfil a role, but I have many thoughts on the subject. Often there's no obvious path to get everything across visually in a way that is clear, readable, functional, fits the game's art style, and has character. I do a lot of sketches, iterate on them, choose some to flesh out. Maybe start making a 3d mockup to see the volumes, then paint over to refine details.  Start making a model of it, but then find that for one of many possible reasons this approach just won't hold up to the quality I want and have to back track. Sometimes backtracking means refining a few features, but it could mean going back to the sketch phase, or in a few cases going further back and reanalysing the original set of requirements and trying to find something where the mechanics and visuals complement each other. Trying to plan for this is difficult but fortunately I'm not locked to a timeframe. If it takes longer to get a good result then so be it. 

For this particular piece the next steps are texturing, rendering, layer composition, overpainting (rust, scratches), then exporting the graphics so they can be loaded into the game... then it is back to programming for a while. 

This isn't even close to the end of the 3D modelling for Space Exploration as a whole. There's still lots of things to do, like high tech roboports and shield projectors.  As most of those items aren't part of secret puzzle content I can take you on the journey of designing and building some of those structures when the time comes. 


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