Z.I.E.F PRODUCTION / SPRINT BLOG 1

Z.I.E.F Development Progress (Sprint 1)

    A new session, a new project to be brought on to. I am a 3D Artist/ Mocap assistant for this new game Z.I.E.F, a tactical, stealthy, first-person shooter where you kill zombies. As per usual, I was to start out with creating props for the game starting with these 4: large-boxed goods, small-boxed goods, bagged food and hanging fluorescent lights. Just as I did before with Glass Castle, I gather references, communicate them with the designer for recommendations/verifications, model, UV, texture, and then send them to the drive for the team members to put in the unity scene. However, there was a change to what I was asked of.



(The textures for these are very old and dusty to keep with the theme of being in an apocalypse.)

    With a new team, there will be a new way of doing things; in this case, it is the
workflow. From my previous team, my work was verified by it being modeled, UV/Textured, and rendered in the engine. For this current team, it is similar to before but there is a lot of verification of everything I do in the model. it needs to be verified when it is modeled, UV, textured, and rendered separately. This is the case for sets of props. Props sets were evaluated all at once, but now it is being evaluated for every individual prop within the set. I can see this being beneficial to the modeling side to see if everything is good to go to the next step of developing the model for the project. Luckly, it is not hard to adapt to these changes.


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