Unlucky Seven - Update #2 - More pixelart
Today Dawid (our junior artist) will share his workflow with you!
Tune in next week to see how our programmer makes the pixelart models work as they should in Unity 3D engine!
Originally posted by Dawid
I do my work in Maya.
When I make props for Unlucky Seven the first step is to model the object keeping the proper polycount. This game style allows textures to handle many details, though I prefer to maintain a slightly higher number of triangles, which together with a pixel art texture will provide a better effect.
The second step is the proper unwrap. Pixels distribution should be straight. I work on modeling and unwrap at the same time (unlike regular approach of "model first, then unwrap"), because pixel count and distribution should be matched to the shape of a model. For example, when I have a cube I would like to see the defined, straight, even lines of pixels on each face.
Texture resolution allows me to do a big padding. This manipulation makes a model or a texture modification much easier because of larger available UV space.
The final step is to texture a model. Usually, I start this work in Maya. Then, when I am happy with the basic level of details, I finish a texture in Photoshop by creating, for example, things like shadows, highlights, all repeatable stuff and so on.![]()
Tune in next week to see how our programmer makes the pixelart models work as they should in Unity 3D engine!
Originally posted by Reminder
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