I have taken some of Brice's ideas and implemented theminto the paper craft style
Because of our interesting papercraft style, there are a lot of ways to approach the modeling, so to help out with some of these concept arts, I have included directions so the modeler would know detail wise how they could model the parts without increasing polygons. I found that approaching our papercraft style, I couldn't just go in and draw my work in my style and also color the way I wanted to. I had to draw my concept art according to what the paper would look like, which is a different approach than what I am used to. I am so used to drawing regular assets that belong in the real world, or maybe just a bit stylized. This papercraft approach may sound easy, but is very difficult in both modeling and texturing approach, because we have to worry about not just how it would look painted, but taking an advantage with our modeling to even better the models to speak as papercraft/origami. For our game pitch during the beginning of class, we had to establish a mock up of our texture:
For this texture, we have a crumbling paper to give it a paper feel to the texture, and also including white creases at the edges of the models to make the models seem more like textures. A lot of testing was put into this to see the effects. My next approach was actually finding a paper texture that would look well on a real model rather than just a texture mock up that was painted in photoshop.
I came up with 3 different paper results that I tested on the same object that was thrown together by Olsen
really quick for me to work on. This texture stood out the best, because the creases weren't too busy and they were evident enough to be seen as paper texture that is a bit crumbly, but not overly crumbly. When I showed this to Alex, he wanted the modeling and texture approach to show more of paper than just putting on a paper texture on top of the model, so I did another test. I took what we had originally had as blocky modeling, and decided to put layers of paper to give the same form, but a different feel. The second result was very interesting because light casted upon the model made very interesting shadows! This is something that I decided to take and implement on the more organic assets for the concept art. Then the question came up with how could I make the blocky looking models not just look like blockout models with a paper texture on top, so I started adding tabs to the models, and also having creases painted into the models. Here is an example of me taking the same tree at the beginning and painted black within the model to look as if there are paper tabs.
Progress wise, I think we are going at an ok speed. We lacked a level designer for like 2-3 weeks, so we are a bit behind with what the level looks like in general... I think this is very crippling, but we lacked a role that wasn't being picked up on, but now it is fully established to one person so we can finally continue. I will be continuing with concept art, and my next post will contain texture tests for the model guideline. Please stay tuned!