R ecently I looked back at some blog posts from last year and noticed something. My overall progress in every post looked far too polished. Even my untextured grey models looked too insincere. This temptation to only show the glossy product probably stems from my pursuit of perfection that I've been confronting in recent years. In the past, I've even gone to the length of delaying numerous blog posts for weeks so I can show a more polished piece. Something stirred in me and I suddenly realised that I want to show the true authentic development of D_ROGUE to viewers, not just the final pretty results all the time. I really want to show the development as truthfully as possible with this blog. The whole goal of the game art project blog was to show the complete learning journey. Including all the highs and lows. To be as accurate as possible and portray the reality of modelling rather than an idealised version of just the outcome. I did try this brie...
C reating a believable world starts with the tiniest of details. Decals. As the quote goes, "Big things have small beginnings". Decals are the little mundane things often unnoticed by the casual viewer. But they play a vital part in bringing the audience into a grounded, believable, and realised world. Labels on machines, stickers on products, stamps on tools, and most importantly, logos plastered everywhere! Decals are an unsung subtle storytelling technique. The player can fill in the blanks and build the bigger picture. I've always believed in creating a small story behind every object within texturing. Whether it's a manufacturers origin label or the recognisable branding of a computer company, this key step leaves a lasting impression in a player's experience. We are not just looking at a digital environment when playing a video game, we are but briefly inhabiting it. Taking the time to add a decal graphic, on something such as a flashlight the player...