🧱✨ Devlog #02 — From blockout to high poly (Japanese diorama)
[h2]🧱✨ Devlog #02 — From blockout to high poly (Japanese diorama)[/h2][p][/p][p]Hello! In this devlog we go from blockout to model (and bake) using real props from the Japanese diorama: the vending machine, the mini‑truck and the signage. Goal: correct scale and clear mid‑distance readability.[/p][p][/p][h3]3‑step process[/h3]
[/p][h3]Bugs & Fixes (demo status)[/h3]
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- Blockout: big shapes, silhouette, pivot and scale using real‑world refs.
- Model: clean bevels and surface continuity for readable highlights.
- Bake & low: projection checks to avoid artifacts.
- Normal fixes after bake on curved surfaces (WIP).
- Simplified collisions for smooth navigation in the diorama.
- Vote the next prop to deep‑dive: vending / mini‑truck / signage / bench.
- Share texture references (photos or ideas) in the comments.
- Next: Art Drop #2 — we’ll show special TGS art (shirts, stickers, exclusive pieces) and more game concept art.