game dev
made Mohrta w/ Osiol
I made Franzen, Angel's Gear, Vomitoreum, Shrine, etc
scumhead
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Stygorad
a hub town
DD2:DA has a lot of work to do, dd2 is made of problems, I really hope its as much of a transformation that DA was for dd1
scumhead
For terrain and architectural decorations, like buildings, floors, grass, rock, etc- I've allowed myself to use real-world textures and texture resources, scaling them down, then dithering them. I feel lazy, but I think it's looking alright for how much time it saves!
Important and bespoke decorations still exist and are everywhere of course, 'that' I'll never stop doing, but if I can save time, I do. I just CANT CANT CANT stand making terrain and large textures like buildings and grass and shit... free texture resources (and the snipping tool lol) are a godsend
What i forgot to write and articulate was the for me, the "impression" of the full picture is a lot more important than each and every obj being detailed and ornate. If I had a hyperbolic time chamber this would be no issue, but this is a happy medium of density and effort that wont kill me
Something I've been doing this time around for this new project is streamlining the shit I absolutely despise. For Mohrta, I worked with osiol, an extremely talented and detail oriented arist, so the minutia of every object mattered a ton. For this, not so much
scumhead
I am obsessed with architecture of the Wawel Cathedral in krakow, poland- I used it as the main inspiration for this little city
For example, all of the buildings in the town are amalgams of different sandstone and woods, and actual photos of the cathedral, spliced and edited, scaled down, color corrected. I think if I had to manually texture these buildings I would **** ******