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🧱✨ 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]
  • 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.
[p][/p][h3]Bugs & Fixes (demo status)[/h3]
  • Normal fixes after bake on curved surfaces (WIP).
  • Simplified collisions for smooth navigation in the diorama.
[h3]How you can help[/h3]
  • Vote the next prop to deep‑dive: vending / mini‑truck / signage / bench.
  • Share texture references (photos or ideas) in the comments.
[h3]Roadmap[/h3]
  • Next: Art Drop #2 — we’ll show special TGS art (shirts, stickers, exclusive pieces) and more game concept art.
[p]Note: everything shown is WIP; art and names may change as we iterate on the demo.[/p][p][/p][p][/p][p][/p]