i need a 3d model for that sword

4

I suppose you can consider this a small sneak peak for what’s hopefully to come. St.Mystere from Professor Layton and Curious Village within a 3D environment. I’ve kinda put this project in the back burner for a bit since I had some other priorities to take care of but I’ve recently been trying to get back into this.

I’ve already got a few familiar buildings done so far but there is still a lot to do. I still haven’t modelled the tower yet for example and textures of course still need to be applied.

I’m still debating with myself whether I would go for a full environment much like Delfino Plaza and Skyloft from Mario Sunshine and Zelda Skyward Sword or a single plane where you can see all the iconic locations from that game all at once. I guess I’ll see how it goes and how much space this whole place can take up.

Anyway, I hope you will be looking forward to it. ^^

vikinggoblin  asked:

Does it really take longer to create a better looking game? I am a currently a student in Game design, but this one puzzles me. It doesn't take much longer to create a higher poly model or a larger texture etc. So why does everyone say that the better a game looks, the longer it will take to make?

The short answer is… yes, yes it does. Additional texture work makes a really big difference. In the old days, a diffuse map was enough, but the baked-in shadows of the texture meant that the actual lights wouldn’t affect the model realistically. The same dark spots would always be dark spots, even if you moved the lights around.

I’ve already used this a few times, but take a look. This is an example of normal mapping:

But what exactly must the texture artist do in order to create this effect? The technology does it all, right? Right?

Let’s take a high level look at what the texture artist has to do to create this effect. Here’s what some textures look like to a texture artist:

Notice how there are more than one of them. Each of these maps serves a different purpose. The subdermal map makes the skin look more believable. The specular map makes things more or less shiny. And the normal map adds the illusion of depth and texture. Each of them needs to be customized for the specific model.

When they are all combined, they transform the model from this:

to this:

Also, did you notice that the texture maps I showed above are only for her skin? There are similar maps needed for her clothing and gear as well. This applies to every object that is rendered in 3D in the game - people, tables, shingles, windows, swords, crates, pots, plants, etc. Everything.

It isn’t just texture work though. Animation has improved significantly too. Take a look at this example:

In the second part, you should notice many things missing. There are no mouths moving, for example. No eyes looking at things. No fingers. The lighting is completely static. Things like lip sync, eyes looking, fingers moving, etc. all take significantly more time than zero to animate, motion capture, and clean up. Since games are produced on a schedule, you need more people to complete the work in the allotted time. 

If you honestly think it doesn’t take more time to create a better quality models or animations, I seriously doubt you’ve ever actually created high quality models or animations.