Scope
Wall and floor texture used in a grid-based building system, Cell-room of strategy game Abyss Lab Created 2019 |
Asset
LOD: 1100 tris; 930 tris, 520 tris 1024 px texture in-game |
Creation
3D-Modeling using Blender, ZBrush 3D-Texturing using Substance Painter |
Design & expectations
The player can build rooms freely, but is bound to a grid. This asset shows the walls and the floor texture of a single tile - in this case a room where monsters are locked up.
While designing this I had to be very careful, since they should be placed repeatedly next to each other. Also, sometimes there are pillars at corners or areas where another wall ends right behind a wall. This means that the pillar should overlap this wall at a position where it should not look awkward. Since this room should be all about locking up dangerous monsters, I wanted to give a feeling of defense and protection. That's why the wall consists of mainly rectangular shapes. In Abyss Lab the monsters are used for research, but the people are fairly scared of them. I tried to express this cold hate and fear towards the poor creatures in the design through a combination of dark metal and concrete.
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