Role: Game Artist 3D
Completed: Cpl Daniel de la Rosa Game Artist 3D
Start Date: 9/2/2018 13:55
End Date: 9/17/2018 14:54
We need a Weapon created in the Voxel art style. The Asset should use the default color pallet [HERE] with unique patterns/stripes/ribbons of the player color placed.
Be sure to follow our standards for models Here
And we need this model animation ready as well so all moving parts need to be separated in order for an animator so assign a rig. Follow the steps Here
While we want impressionistic and minimalistic approach review references to try to portray detail
Use the RPG-29 as inspiration and name.
Calculations: Jonathon's copy was 10 voxels
high at the "barrel."
The model seemed
incomplete. I kind of liked the "scrunched" style, but felt it needed elongating, to capture the R29 a bit more accurately. The RPG29 barrel in life is 100 cm or 1 m long. This is reasonably close, I believe, for the overall scale. I have a human figure pegged at about 1.5 to 1.75 m in blender. This is within the normal average male and female height. The tank
was scaled at .1 as were the trees, (from voxel to blender.)
My logic for voxel scaling is try to keep the squares as large as possible to maintain the style of the game and eliminate polygons. So, even though I have the advantage of more voxels for detail I tried to keep them in pairs or 4s whenever possible. (which would be .5 scale after .1 and set.)
To roughly capture the dimensions it needed
to be 90 voxels long based on 8 voxel diameter for the barrel. So to equal 1 m in length, scale .1 as in the tank set to 1 and then scale to .9. (If it would have been 80, it would have been .8 to be a meter in length.) Not that these have to be perfect, but its helpful to have a general direction indicative of the objects minimal characteristics to keep things to scale.
Anyway part of this time was spent reasoning this out and won't take as much time.
little difference. Please let me know if you would like more
simplicity or if its minimal enough.