Recently spent some time making a few new models for my game with blender and substance painter. I still have a lot more work to do on the coding end before I really start focusing on modeling and level design as a top priority, but I still find it useful to dip my toes back into a bit of modeling every few months to get some practice and keep the workflow fresh in my memory.
Here’s some new textures for the gatherable minerals in my game I made in substance painter. More importantly, I set up (and finally understand) the layers and worflow in substance painter so that it will be easy to add new variations of the texture set for any new ore types I add in the future.
And here’s some other models I’ve been working on as well. One is a chapel that’s supposed to be haunted and will be where players learn the Necromancy skill in my game.
And the other is some type of royal elven tower that will be part of a new High Elf / Royal city themed map I’ve been imagining lately.
It will likely be a while until I get back to work and finish them, but for models that will be used in quests like the chapel, I at least like to get an untextured version in the game asap so I can get started working on coding the quest.
I also like to see the untextured version of my models in-game prior to starting the texturing process, so I can make sure the model is clean and 100% ready to be textured. Nothing is worse than having to throw away and redo the textures because of some minor artifact that goes unnoticed or doesn’t show up until its in the engine with full lighting and shadows.