Role: Game Artist 3D
Completed: SSgt Jono Lansdale Game Artist 3D
Start Date: 8/6/2018 10:28
End Date: 8/8/2018 17:43
Experiment using magikavoxel and create a few units for the concept and a small slice of level and aesthetics. Demonstrate how we can work voxel into our design and the process including challenges you come across making a model and bringing it into unity. Document how much time it takes, the hurdles you go through, and document a workflow that we can adopt.
Whats expected. A scene in unity with a small slice of a level with units such as a tank. infantry, air unit in an area of the map that will illustrate how our final design may look using this art style. Here are some examples of what we can expect
In addition a well-documented journey of what to expect with out of the workflow. What hurdles you come across as well and a document for the pipeline so we can illustrate how the process works for other team members.
Start time 2:30
Making jet starting small then will x2 for more resolution 40 ,40 ,40 trying to make windows look good starting to think my prioritys are wrong break at 3:00 5 min
3:13 scrapped heli spent to much time trying to make it work went for a simpler jet
3:41 heres the x1 voxel art screenshot 1 ready to double resoltion and finalize it
4:00 Progress screenshot 2 i plan on having a missle in the air so i went ahead and got some dummy particle effects. Jet looks good im happy ish with the geomatry this is only going to be an example jet and i want to move on so i will add some color varient and add some strips and move on to creating a voxel character 80 100 80
4:30 start again wanting to create a character
5:00 finished with basic character x1 split the mesh up into parts so that the bones dont join when i export. Happy with it going to move to x2 right now im thinking about how impressionistic we can get with our pixels to portray character features
5:15 finished with x2 of character has rocket launcher see screenshot 4
5:30 screenshot 5 completed a basic tank with a little dude sticking out x2
6:00 started scene noticed when importing other items the color pallete wonks out. This is because it reads the color in the slot so if its different than the original then it changes
6:30 made terrain piece 126 126 125 (max for block size) and scaled tank 0.3 to scale.
7:00 starting to struggle with finding the right way to do terrain. one problem is we will have to scale our models in blender to the correct size. This wont affect the mesh but if we scale terrain with cubed edges. Im thinking we will probably create ramp objects which would be half a cube.
7:19 screenshot 6 environment done now im almost ready to bring into blender taking a smoke break
730-7:50 voxel exports to obj and makes really large objects. Step one in blender should be to import then scale 0.1 if neccisary