Mavdoc
(?)Developer
- Posted: Sat, 27 Mar 2010 03:52:24 +0000
Hello all--
I'm the lead environment artist on zOMG!. Over the course of weeks and months from now, I'll share with you some behind the scenes images, concepts and other information regarding the zOMG! levels and the workflow to create them, along with possibly some other aspects of the game.
To start off, here is a basic guideline of the steps followed to create any of the levels. If a lot of this doesn't make sense now, don't worry, I'll expand on these sections further in the future with screenshots or art.
zOMG! Environment Art Pipeline
Concept
Level
- rough sketch within available rooms
- finalized pencil drawing
- colored version
- template geometry
Prop
- rough sketch
- colored version
Model creation
- outsourced and internal 3D model/UV/texture of environment and props
- optimization and cleanup of outsourced models
Asset component organization
- rename models/psd files/textures to internal naming structure
- organize assets to internal folder structures
Rendering
Prop
- creation of prop file containing all objects in level
- rotation or modification of base objects to create variants
- render assets though general game camera
- half size render and convert to indexed color
- paint lighting for props with light source
Environment
- add level to 3D environment master file and "stitch" together
- create new camera for level and keyframe position to each room
- render environment rooms through camera
- minor touch up to render if needed
Flash asset file
- import images and structure folders
- movieclip hierarchy
- create asset variants
- reference point, collision, shadow, night rig
Flash level file
- import props and structure folders
- layout background rooms
- placement of props
- local assets
- night rig and fx
- animated objects and creatures
- collision layout
- switch creation
- adding room info
- portal/target placement
- sound
- minimap creation
- chest/crystal placement
- avatar shadow zones
- water depth map
- export setup
For now, here is a screenshot taken from Maya of most of the zOMG! world as template geometry. This is basically a rough to scale low-poly 3D model of the levels that was used as a starting point when modeling and texturing the final world. At this point, the only area that had final geometry was Bill's Ranch, which was the first level that was created.
Click here for larger version
Thanks everyone for your interest in zOMG!, and they'll be more posts like this in the near future!
I'm the lead environment artist on zOMG!. Over the course of weeks and months from now, I'll share with you some behind the scenes images, concepts and other information regarding the zOMG! levels and the workflow to create them, along with possibly some other aspects of the game.
To start off, here is a basic guideline of the steps followed to create any of the levels. If a lot of this doesn't make sense now, don't worry, I'll expand on these sections further in the future with screenshots or art.
zOMG! Environment Art Pipeline
Concept
Level
- rough sketch within available rooms
- finalized pencil drawing
- colored version
- template geometry
Prop
- rough sketch
- colored version
Model creation
- outsourced and internal 3D model/UV/texture of environment and props
- optimization and cleanup of outsourced models
Asset component organization
- rename models/psd files/textures to internal naming structure
- organize assets to internal folder structures
Rendering
Prop
- creation of prop file containing all objects in level
- rotation or modification of base objects to create variants
- render assets though general game camera
- half size render and convert to indexed color
- paint lighting for props with light source
Environment
- add level to 3D environment master file and "stitch" together
- create new camera for level and keyframe position to each room
- render environment rooms through camera
- minor touch up to render if needed
Flash asset file
- import images and structure folders
- movieclip hierarchy
- create asset variants
- reference point, collision, shadow, night rig
Flash level file
- import props and structure folders
- layout background rooms
- placement of props
- local assets
- night rig and fx
- animated objects and creatures
- collision layout
- switch creation
- adding room info
- portal/target placement
- sound
- minimap creation
- chest/crystal placement
- avatar shadow zones
- water depth map
- export setup
For now, here is a screenshot taken from Maya of most of the zOMG! world as template geometry. This is basically a rough to scale low-poly 3D model of the levels that was used as a starting point when modeling and texturing the final world. At this point, the only area that had final geometry was Bill's Ranch, which was the first level that was created.
Click here for larger version
Thanks everyone for your interest in zOMG!, and they'll be more posts like this in the near future!