Building Alliances: Fungal Artillery Textures, Enemy Orthographics and Film Model
Texture Checking - Fungal Artillery Model
One task I had been given was to load up the Fungal Artillery tower model, which I had previously helped in UV Unwrapping. Katie had created a new variation of the model which had triangles removed from the topology. This was done because mesh geometry made solely out of squares - otherwise known as 'quads' - is more optimised for importing into Unreal Engine. We believed, however, that this alteration in the model topology could have caused issues in the UV unwrap I had created. As such, I loaded the model into Substance Painter and added a wood texture to it to see whether or not issues in its geometry would arise. I noticed that some seams were noticeable in the model and in how the texture wrapped around it, but - what with the small scale of the model - decided that it would not be an issue: the textures would, as we had decided, be simplistic and not bear continuous detail in the final game. Though we may not necessarily get around to creating such textures in the time we have left, this decision has informed our design process nonetheless.
I also produced orthographic diagrams for another Pellet enemy design and for a design for a 'Film' enemy, which is a class of microplastics that had not yet had a finalised design. I made these to show further variations for potential enemy designs and to illustrate further how the microplastics are a hostile force invading the body. The 'Poking Pellet', in my mind, represents a more powerful variation of the pellet enemy design, bearing a slender and sharp beak that it uses to slice and poke at player Towers. According to its more powerful nature, the design appears more overtly hostile than the soft, round form that the design Seb came up with bears. It is more angular and more pointed in form, with a clear method of attack which would signpost to players that this enemy is of greater physical threat.
The Film microplastics are, as we had previously discussed, weak flying enemies. Compared to the Foam enemy that Seb designed, they are not as strong or voluminous, looking more flimsy and frail in nature - a bit wishy-washy and weak. I based this final design off a Film sketch I did which was somewhat based off a Jellyfish. I chose this because of the visual similarity that jellyfish have to my idea of a Film-based enemy, being very thin and almost fabric-like in movement: the motion that jellyfish make to move through water is reminiscent of how, in my mind, the Film enemies move through the air. When designing the Film enemy I also considered technical restraints, such as how the enemy could functionally move. In my mind, the flowing fabric like 'dress' of the Film enemy, which hangs from its hexagonal head, would be comprised of multiple loop cuts that would allow for the dress itself to be animated. I believe that this would allow for the creation of a more animate set of movements that the Film could follow, which - whilst not necessarily being a fabric simulation - could show its flimsy, cloth-like form.
Comments
Post a Comment