Based on feedback from the alpha build and some considerations from the rest of the team, I spent the week redesigning (~9hrs) the design of the warehouse and retexturing (~5hrs) it to fit the aesthetic of the furniture more.
Some of the changes made to the warehouse include the following. First off, the game will only support three pieces of furniture to build, therefore it was unnecessary to have five rows of scaffolding. This is also supported by our attempts to reduce the poly count as well as create more space between shelves. From the way players moved into the environment, it was clear that there was too little space between shelves to removes boxes, so this was reduced. There was also too much unnecessary space in the front of the warehouse, so everything was pushed forward more while cropping the back end a little to reduce the poly count further. The doors of the warehouse were also redesigned to add more interest in that section of the environment. (~4hrs)
Next, I UV mapped everything from the ground up. This was challenging at first because I tried to fit everything into a single texture set, which was a terrible idea. In order to save real estate on the UV maps, I separated everything by categories (boxes, walls, containers etc.) into their own texture sets. Some categories were eve cut down further as well. I also stacked a lot of the shells to provide as much working space as possible. (~5hrs)
Finally, texturing. This process went quite well because I had already developed a style I liked from when I built the furniture. This was still challenging, however, because I didn't want everything to look too similar to one another. Adding variation creates more interest so I needed to change this up a bit.
Some of the changes made to the warehouse include the following. First off, the game will only support three pieces of furniture to build, therefore it was unnecessary to have five rows of scaffolding. This is also supported by our attempts to reduce the poly count as well as create more space between shelves. From the way players moved into the environment, it was clear that there was too little space between shelves to removes boxes, so this was reduced. There was also too much unnecessary space in the front of the warehouse, so everything was pushed forward more while cropping the back end a little to reduce the poly count further. The doors of the warehouse were also redesigned to add more interest in that section of the environment. (~4hrs)
Next, I UV mapped everything from the ground up. This was challenging at first because I tried to fit everything into a single texture set, which was a terrible idea. In order to save real estate on the UV maps, I separated everything by categories (boxes, walls, containers etc.) into their own texture sets. Some categories were eve cut down further as well. I also stacked a lot of the shells to provide as much working space as possible. (~5hrs)
Finally, texturing. This process went quite well because I had already developed a style I liked from when I built the furniture. This was still challenging, however, because I didn't want everything to look too similar to one another. Adding variation creates more interest so I needed to change this up a bit.
Top-Down View |
Front Doors |
Scaffolds |
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