F inding inspiration for D_ROGUE has taken me down all sorts of rabbit holes...and I promise it isn't just me procrastinating creating art by discovering art! Over the years, I've collected inspiration and ideas for the game art project from all kinds of sources . From real world concepts, to hundreds of different types of media; there is an endless supply that gets me thinking. With all this inspiration around me, it got me asking a few questions. What really is inspiration in the first place? Am I just plagiarising other art? Do I need it to motivate me all the time? I s it aiding or hindering the project? Inspiration really is a state of mind. You can't force it but rather ride the journey of what feels right when it presents itself. A fusion of elements come together and spark a curiosity that pushes a thought from ordinary into extraordinary. One of my favourite quotes by Sandy Meisner is “ You are only interesting to the ...
R eturning five years later to finally begin completing these models has been interesting. I cleaned up model topology and improved UV maps whilst also adding in some extra detailing, making each piece consistent with a level of detail from the viewer's perspective. One model I added further detailing to before texturing was the Coiling Block. This piece features heavily in gameplay and is centre stage out of all of the mechanical equipment for bringing up crab pots, so it made sense to focus more attention on it. I further reduced the poly count and added hydraulic cables to the back. Something I have always done manually since learning Maya at Uni is wrapping hard surface objects with other objects like cable ties, tape and rope. I always found this a time-consuming and annoying task (even though I have got pretty quick at the steps involved and avoiding intersecting objects). Recently, while looking at rope modelling inspiration, I found a simple tutorial on wrapping objects in ...