Week 5 devlog


Hello and welcome to this weeks devlog! And a very important one at that, as it marks the beginning of the  first sprint of the production phase.

Environment:

We started creating the modular assets needed for our levels environment. For this we started with the most basic models that are needed to build a quite blocky version of our level, so we can later add more assets step by step to add more details. We also already unwrapped them onto base color, to get a feeling of the different materials needed.


With these first assets, we build the first rough version of our level.


Not only that, but our base tileable texture that will be used on the ground plane was created, as well as a sandy decal to add variety to it.



Players:

We started modelling the players this week. We used the concepts from the previous week to make these.

We started modelling in zbrush because we can make round shapes very easily by just dragging out shapes and using the move tool.

After some feedback we changed the hands because now they were just sticks.

Now the modelling was done and we could start unwrapping and texturing. This was very fast but we had some issues with the normals so in the end it took way more time to find the issue.


We didn't like the roughness and in the end after fixing the normals it was clear that we had to many polygons.

So we reduced the polycount in maya.



Props:

Also on the art department, new concepts for elements in the environment were made and some old concepts were finished or refined before we actually start modeling them .



So as you can see, our plant friends were decided, and our oldies are looking newer than ever:


And... would you look at that! The same chicken leg was deliciously modeled and unwrapped, and is anxiously awaiting to be eate... Uh, oh sorry, I meant to say textured!



Programming:

We started programming in C++ for unreal engine, this week was mostly figuring out the Unreal C++ API and most of the time was spent reading documentation. We set up some basics like defaultCharacter and defaultController and made sure multiple input works, characters moving around to a corresponding controller works correctly.

Making future features will go faster because we know more about Unreal engine C++ now. Next week there will be more to show of in this section.

Files

prototype2.zip 218 MB
Mar 20, 2023
Prototype.zip 306 MB
Mar 10, 2023

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