Today we reach the final chapter of the asset creation story. After the modeling and base texturing it’s time to beautify the texture with some additional tricks, all of which are essential when creating a model intended for video games. NORMAL MAP The first step is to create a normal map for the model. There are two methods for normal map creation.
After last week’s talk about the fundamental principles of 3D modeling for games it’s time to explain the next step in the process. Once the object is modeled, with everything that was mentioned in the previous post taken in consideration, the result would look something like this. In order for the texture artist to be able to paint the object he will
It's time to talk about the art creation process in EXCUBITOR. In our development pipeline, and I am pretty sure the same goes for all other game studios as well, artistic design is the first step in the content creation process. At the beginning, when the initial team of Aleksandar and Ivan started
This week we will delve a little deeper into our development process. While the last blog served as an intro story about the birth of Excubitor and the creation of Tesseract Interactive here we will talk about the first, and arguably most important, choice the team needed to make, the choice of a programming language. C# As mentioned in the previous entry