On second tought, doing this step by step will kinda ruin the read-through.
I'll post the rest in one go.
After the unwrap and before painting it we apply a paper texture on it.
This is a small step to make it easier for us to paint on, using the rough texture as a base.
It's a bit unconventional (and I guess oldksool?) as there are programs such as Substance painter who can base-coat it better.
We manually paint the lines on the texture, giving us full control of the style.
This takes forever and we're currently looking into ways of speeding this up some more through other software.
As much as possible and in-between steps we throw it into the engine/game to see what it already looks like. It's crucial at this step as this could show if we're overdetailing. Which is usually the case.
"Once bitten, twice shy"
Nope! Always too much detail. Maybe it's an artist thing? Maybe it's just us.
We handpaint the whole thing. Obviously using layers better than the .gif, but still an immense piece of work.
It's kind of like making a painting, but in 3D where you have to paint every side. Yikes.
Very gratifying near-end.
Some lines can't be drawn. (see: round objects)
We take an old-skool approach to this, as seen in games like World of warcraft and manually duplicate the mesh and flip the normals.
We're not using shaders as this would outline the whole Gameobject, or look funky when using the split piece as a seperate game object. This technique allows us to control it, have different thickness along the outline and make it vivacious.
We don't make new unique planks/logs/ropes or anything if we already have them in the game, so finishing-up of the base is done in unity.
The bike!
This is the same as the first steps.
It's a seperate piece as it'll be used in other buildings as well.
"Now how can I animate this guy in a quirky manner?"
The same question before making every animation.
Very important to zoom out here, as we have a top-down game and people will spend less time up-close.
And ofcourse, testing it out in-engine and in-game! Back and forth every step.
We're not done!
The building needs to be animated as well, mainly in it's "ON" state.
In this case, when it's desalinating.
We do this in Unity or blender, depending on what's easiest.
This one was done in Unity as I have quick access to the emission modules of the particles and the animation is purely rot/loc/scale shakes.
Curves are your friend. Show them some love.
Nothing like particles to spicen up the animation.
Can't really go into detail here as every particle is different.
And, BAM!
The Screenshotsaturday with the (almost) finished desalinator.
Gif artifacting for life.
Alright, thanks for reading the rough write-up! I'll probably come back now and again to edit some parts of it/expand it incase I'll make a blogpost of it. I'm glad I got it archived here for now.
Next time I might post the gifs on seperate occasions, seemed a bit of an overload throwing all of them together.