Signs & Banners – Darren Kern – Devlog #4


Signs & Banner Asset Designs

Another week down, another asset created. Now that I have had the opportunity to work with Blender for about 4 weeks now. It was time to get into some more technical aspects of the software and how to optimize assets for use in game engines such as Unity. 

The assets for this past week included a variety of sign and banner designs that will be incorporated into pre-existing projects. 

After modeling out the geometry and UV’ing the objects it was time to think about the most efficient way to texture the assets so that it is a seamless transition for projects in the Unity game engine.

I will admit it can be challenging at first, especially since I am not too familiar with Unity and how items need to be optimized. But, with the help of the DVNC staff and resources found on YouTube, I have a better understanding of how the work flow should go.

 

Check out the picture below for a behind the scenes look at what goes into creating 3D assets. The left panel are the UV’s with the basic underlying texture. The upper right panel is the network of nodes that connects the texture to the geometry. The bottom right panel is the output based on that network of nodes. It looks intimidating at first, but it’s not too bad once you get the hang of it. 

What’s next:

For this week, I will be continuing the modify the assets and textures as needed. I now need to take the same approach above and apply it to each asset I have created. In addition, I will be adding different text to each asset. The next few days will be busy as I look to finish up these up and move on to the next items!

Media of the week: Blast from the past!

Growing up with an original Nintendo system, I loved playing this game. Watching this brings back many frustrating but nostalgic memories. I look forward to the next installment of the Ghostbuster franchise hopefully being released this year!

In case you haven’t seen it –>


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