Scope
The Current scope of my project seems large but Overall it should be manageable since a lot of the assets I intend to make will get reused throughout the entire project however I will need to see how they can be reused and detail how I managed it inside the dev log.
I wouldn’t say I have any kind of major inspirations for this project but more of an ambition to become self reliant and generate money to live on though if I had to say something It would be the fact that I wish to use these assets myself for various other projects to come in the future such as the horror trailer I will make using the dream asset pack.
While normal studios use some kind of pipeline to make there assets Its not an exact science for how that pipeline works though for me it would go something like this:
Sometimes I have to go back and forth on the pipeline to make sure something is correct which is why its not an exact science but overall it should work out pretty well.
I don’t expect any major problems throughout the project but only time will tell weather or not that’s true since I have been stuck on UV mapping before though I recently learned of a technique that will bolster the performance of the assets as a whole.
Partial Schedule
I have started a Schedule for the dream house project but Due to the way this project is going to be I cant schedule everything right off the bat, rather I need to do it in sections and leave myself some time to have leeway and to that effect I have left 3 entire months sections empty so far but plan to populate them and detail just what I did and when in the overall development log rather than have it all layed out right now.
Others Work
There are many examples of other peoples work that can be found in many places however I looked on Artstation (Artstation – explore) to find some more professional examples of assets rather than ones you can find on other places since I will look at those kind of things in another post.
The person I want to look at is Josh Gambrell who has been a big help in my Asset creation journey due to the videos he has made on Hard surface game assets and more specifically one of the assets he made for said video the Scifi Door (Optimized SciFi Door Design (Game ready))
The focus for a lot of assets is optimization and that increases the potential quality of an asset from being bad to being good and In this case you can see that the Low poly version of this door is less than 10K polys which is actually very good for an asset of this size.
(No date a) Artstation – explore. Available at: https://www.artstation.com (Accessed: 22 November 2024).
Optimized SciFi Door Design (Game ready) (no date) Artstation SciFi Door. Available at: https://www.artstation.com/artwork/5X6Exz.
(No date) Trello. Available at: https://trello.com/ (Accessed: 18 November 2024).
- by mcfayden2020
- on October 24, 2024