![]() ![]() ![]() It's free, and as powerful as any other professional 3D software. After that, we leave the level rest for a couple of weeks, and then get back to it and tweak or improve any rough edges. Finally, we bake a lightmap (in Unity) and make our final adjustments. We import these new meshes in Unity and build the actual graphics for the level, creating any new materials or particle effects we may need as well. Then we create the custom meshes and textures for the level using Blender and Photoshop, and combine them using TexturePacker, so we can optimize texture sizes, UVs, etc. Once we're happy with the design of the level we take a screenshot and bring it to Photoshop, where we decide what the level could look like (although it always changes along the way). We made our game in Unity, so the first step is to design the levels in Unity's level editor using a set of basic 3D shapes. " as powerful as any other professional 3D software" What does your studio's workflow look like? Hi BlenderNation! My name is David Fernández Huerta, and I'm an artist and animator at ustwo games, makers of Monument Valley. Several readers already spotted Blender in 'Behind the Scenes' video of ustwo studios and I had a chat with David Fernández Huerta about the role of Blender in this project.Ĭould you tell us a little bit about yourself? While the game is short (I finished it in about one hour), its calm beauty and mind-bending puzzles really do leave an impression. Monument Valley is a stunningly beautiful iOs game, set in an Escher-like world with carefully crafted levels. ![]()
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