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Devlog #6

Decoren
A downloadable game

Week of February 22nd + March 1st - creating high poly + low poly versions of the weapons + experimenting with different additional details to add onto the design

High Poly Process

For creating the high poly versions of the weapons, I use the same method as before. I select all the hard edges and then bevel them. Just doing this alone creates some shading issues within the model, so it's a rinse and repeat process of getting rid of some edges, and then reconnecting the vertices in a way that creates clean topology. 

Low Poly Process

For the low poly process, I just used some of the previous saved versions of my mesh that had less detail. I did my best to preserve my models before I added refining edges so that I could use them as a low poly version. If the low poly meshes didn't match the high poly, it was a rinse and repeat process of moving the vertices on the low poly to try and match and the shape of the high poly as best as I could. If there were changes that I made in the high poly and I didn't have a saved low poly version of it, I would just take the high poly mesh and remove the refining edges and then used the target weld tool to get merge certain vertices together to lessen the polycount. 

Extra details

For the bow on the knife, I loosely followed this tutorial on youtube

For the icing, I used some of the knowledge in this video to add sprinkles, around the 11 minute mark is where they start talking about the mash tool to make sprinklesHere is how I applied the knowledge in my model.

I had two different types of sprinkles, and then when you click on the desired object you want, you click MASH, and then in the MASH, attribute editor of your desired object, you go into the MASH_Distribute, and there you can plug in the mesh that you want the desired object to be scattered on.

Here is a video of me messing around with the different seeds.

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