I followed along to the videos Nick recorded and made this hammer in ZBrush. I don't think I would want to use ZModeler again if I could help it but found still found it helpful.
This week, I’ve mainly been reworking the interior of the foyer area in the cathedral for Crimson Knight . Originally, we were using an asset pack based on St. Paul’s Cathedral in the UK, but now our environment artist has been cranking out more pieces for the custom modular kit we’re using. I’ve been reconstructing my blockouts using his updated kit. For anything we don’t have yet, we get it approved for the asset list and create a proxy in the level to serve as a reference for the artists. Even though this modular workflow was introduced to us pretty late in production, it’s been a game changer. Blocking out with a properly scaled, consistent kit makes a huge difference in how everything fits together and communicates across the team.
This past week, the biggest thing I worked on aside from finishing my level was reworking my portfolio and creating a web page for my level. Before that, I made a final push to complete the horde encounter that serves as the climax of my level. Getting the enemy AI to behave the way I wanted was a challenge. It was mostly about staging the encounter to work visually rather than having fully functional AI. Since the enemies were aggressive and difficult to fight, and I didn’t have a proper checkpoint system in place, I ended up setting their damage to 0. This way, playtesters could get through the level with the right amount of friction without constantly dying. For the portfolio, I focused on production value while keeping the styling consistent with both TLOU2 and my own portfolio’s style guide. I took inspiration from TLOU2 's Seattle map and designed my level’s top-down map to resemble a physical tourist map of San Francisco, then placed it on a mock-up of a creased piece of...
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