For this week, I thought I’d do a small write-up of the style in the game. As you have probably seen from the screenshots in the previous post, the game features a low poly style with sharp edges. Different this week from last though is that I decided to go with minimal texture detail on detail objects and instead go with flat colors, leaving only characters and the terrain with proper texturing, and giving houses a colored area near the ground. They now look like this, giving more variety to towns and settlements. marillaNew.pngThis also makes it very fast to create new color schemes for buildings, since their UV maps are set up by projecting the UV map from one side, placing all the edges on top of each other, making a nice looping texture wrap.houseUVCreating new color templates simply consists of replacing the red bottom of the UV with another color, as shown here:houseColors

For the environment however, I don’t use any textures except for the trees. Even then, they only consist of two colors; the bark and the leaves. These textures are made in the same way as the textures for the houses, but with some re positioning of the UVs to make everything fit and to prevent bleeding colors. Objects such as rocks, cacti and grass is just a single color defined in their material properties along with some shininess.


The twins, two large mountains


Querden Mine, one of the dungeons

As I mentioned, characters also have textures on them. Instead of making unique meshes for every character, I’m instead just going with applying premade skins to them and giving them armor meshes on top of their default body if necessary. I draw the textures in Blender, import them to Unity and then set their filtering mode to Point to reduce edge blurring and give that sharp look I’m going for.


Since the actors are made up of only 41 faces, making new textures is a pretty fast process that I still haven’t gotten fully around to doing yet. Oh well, with time we’ll get there.

Another aspect of the color design I’m working on is to give each area it’s own unique palette to make it easier to know what area you’re currently in. I also plan to extend this to the character textures, so if you meet a person you can tell from their clothing their social status or where they come from.

Next week I plan to write about player interaction with the world and some of the activities you’ll be able to partake in.