Daelyn Bever worklog W8


10/16 — 1 hour

  • Reworked the 'water' area to be a house representing different aspects of depression (one of the 5 stages of grief). We defined different events/feelings to portray in each room of the house

10/17 — 2 hours

  • Completed Gluttony Model in Maya

10/18 — 3 hours

  • Worked with Clip Studio Paint to make test textures using a pointillism brush, though it didn't have the intended style I was attempting to create.
  • Created concept art of The Gray after reworking the area and redefining what it looks like and what lies within it.

10/19 — 3 hours

  • Worked with test textures again. Started with a low resolution normal map exported from Substance painted and took it into Aesprite for further painting and detail work. From there, further research on PS1/PS2 era graphics was completed to get a better understanding of what style our game will be. Implemented the test textures on Gluttony, and also began rigging Gluttony.

Get the Gray

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