Main character Asset was modeled into separate parts and sculpted individually to build out the shape of this cartoon elephant.
Rough Drawing were made to build the base idea and then the 3D model was built around these ideas.
I used my understanding of the Blender shader editor to build out multiple different textures for furniture, tiles, and even ground assets. I made multiple different kinds from wood grains, to rock textures for ground assets.
Through this process I learned more about the time management practices and organization needed to build out a game jam project.
Through extensive knowledge of the shader graph I used different images overlayed on top of each other, I first created them in photoshop, then made a height map, normal map, and even a rough and metallic map. After that I would overlay them on my Model to show a interesting concept for a stylized wood design.
The rough drafts for the Adult Model, shows the process of how I develop characters base model.
From here I would determine if it fit the original plan and modify the models shape.
Using my understanding of Blender Modifiers and Constraints to built adaptable systems.
Simple system to reshape the molding to fit any shape given.
Built a system of Hole cutouts for wall, Doorways, Windows, and Additions. These cutouts were paired and constrained with the respective objects to built adaptable systems for multiple different types of Walls and Environments.
In the process of build out so many assets, I learned the particulars about build accurate and Unity ready assets, ensuring proper origins are set, faces are orientated properly, and shapes are scales appropriately.
I learned the process of working in a team on a project, and how many small things can slow down or stop a project at multiple stages.
I learned the Blender to Unity workflow with proper habits to maintain future assets ability to work inside the environment.