Developer Log - 01/04/21


April Fools

The original approach was to spend the day modelling hands in poses that represent desperation, or bursting through a fenced off wall / crate/ floor board to add to the themes and gameplay that the WIP project has. Expected to at least get a set of hands complete without texturing and create a viable prototype to implement into the game but wasn't able to.

Spent most of the day switching between high poly and low poly, as I wasn't sure on how much detail I would apply to the model first, decided later to use low poly and have the textures imitate a semi-realistic aesthetic instead for a manageable workflow. 

Improving on modelling techniques day-by-day, and learning more about topology to create great models for the foreseeable future. 


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