The House of Tesla Dev Log #5
Hello everyone!
It's Honza again, the art director for The House of Tesla. Last time we took a peek at how we go about creating the general visual direction of our game. As promised, today we are going to delve a bit deeper into the making of the actual assets the player interacts with in the game.
Each model we see in the game is unique and requires its own specific approach. Sometimes the process of creating it is a journey of discovery in itself, a little puzzle our artists have to solve to deliver a model that's functional, pleasing to look at, and also works within the technical limitations of our engine. Because of that, there's no general recipe to follow, which is also part of the fun for us: discovering new ways to deal with various challenges along the way. With that in mind, let's walk through each of the steps we take to come up with a model for one particular puzzle.
We start with a simple prototype, which serves as a guide for its location in the game, size, proportions, and functionality. Once we are sure all the necessary parts are blocked out and working, we can move on to modeling.

In the case of this particular puzzle, a moving statue, we start by sculpting a high-resolution model. At this stage, we don't yet have to worry about all the technical aspects that will come into play later. The artist mainly focuses on the aesthetic aspects, the anatomy, and the moving joints connecting the limbs.

Once we're done with the detailed model, it's time to convert it into a lower-resolution version that has a smaller density of polygons, the squares that make up the wire-frame shell of the statue. Sometimes this can be quite a time-consuming process, as we re-draw the new cage of the mesh over the original hi-res sculpt, ensuring all the main shapes are still there.

When the whole statue has been re-made into this lower-resolution version, we start preparing it for the texturing process. In the end, all the colors applied to the model are just flat images, so to apply them, we first have to "unwrap" the 3D mesh. Think of it as taking the wrapper off of a chocolate bunny and then flattening it out on a table.

After this, we can bring the unwrapped low-resolution model into our texturing software and put it through a process called "baking." Unlike baking a chocolate bunny, this results in all of the details of our high-resolution sculpt being transferred onto the low-resolution model through the magic of a "normal map," a texturing color channel that, when applied to the low-density model, creates the illusion of detail.

Then it's off to painting the actual colors and materials on the model. Every material has its color, roughness, and metallic values, which determine how it's going to look in our game engine. In this case, we're going for an overall metallic look, with some dirt and oxidation painted into the cavities to give it a more interesting look when reflecting light.

Then just repeat this process for all the parts of the model, import it into our game engine, throw some lights at it, and voila! A waving statue. Our part of the puzzle is now solved, and we can't wait for the players to figure out how it works!
Honza
Art Director
Blue Brain Games

It's Honza again, the art director for The House of Tesla. Last time we took a peek at how we go about creating the general visual direction of our game. As promised, today we are going to delve a bit deeper into the making of the actual assets the player interacts with in the game.
Each model we see in the game is unique and requires its own specific approach. Sometimes the process of creating it is a journey of discovery in itself, a little puzzle our artists have to solve to deliver a model that's functional, pleasing to look at, and also works within the technical limitations of our engine. Because of that, there's no general recipe to follow, which is also part of the fun for us: discovering new ways to deal with various challenges along the way. With that in mind, let's walk through each of the steps we take to come up with a model for one particular puzzle.
We start with a simple prototype, which serves as a guide for its location in the game, size, proportions, and functionality. Once we are sure all the necessary parts are blocked out and working, we can move on to modeling.

In the case of this particular puzzle, a moving statue, we start by sculpting a high-resolution model. At this stage, we don't yet have to worry about all the technical aspects that will come into play later. The artist mainly focuses on the aesthetic aspects, the anatomy, and the moving joints connecting the limbs.

Once we're done with the detailed model, it's time to convert it into a lower-resolution version that has a smaller density of polygons, the squares that make up the wire-frame shell of the statue. Sometimes this can be quite a time-consuming process, as we re-draw the new cage of the mesh over the original hi-res sculpt, ensuring all the main shapes are still there.

When the whole statue has been re-made into this lower-resolution version, we start preparing it for the texturing process. In the end, all the colors applied to the model are just flat images, so to apply them, we first have to "unwrap" the 3D mesh. Think of it as taking the wrapper off of a chocolate bunny and then flattening it out on a table.

After this, we can bring the unwrapped low-resolution model into our texturing software and put it through a process called "baking." Unlike baking a chocolate bunny, this results in all of the details of our high-resolution sculpt being transferred onto the low-resolution model through the magic of a "normal map," a texturing color channel that, when applied to the low-density model, creates the illusion of detail.

Then it's off to painting the actual colors and materials on the model. Every material has its color, roughness, and metallic values, which determine how it's going to look in our game engine. In this case, we're going for an overall metallic look, with some dirt and oxidation painted into the cavities to give it a more interesting look when reflecting light.

Then just repeat this process for all the parts of the model, import it into our game engine, throw some lights at it, and voila! A waving statue. Our part of the puzzle is now solved, and we can't wait for the players to figure out how it works!
Honza
Art Director
Blue Brain Games
