Anthony Devlog


Dev Log 4-2-24

Today I implemented the base colors for the Plasma Models, so I can see how it looks on the Models themselves. Initially, there were issues in obtaining exact values, but Liam and I worked to get the proper hex values through Photoshop. Unfortunately, Maya does NOT accept hex values, so I used the RGB values instead. Blender, however, does accept hex values. For future purposes, it may be advisable for art team to color models through Blender.

The colors in Maya didn’t look right to me. They looked very weird. The base and secondary colors looked too similar, and the accent didn’t look yellow enough:

However, through the 3D renderer I used to view the models, the colors looked more on-model:

I will continue to experiment with shades, tints, and tones of the colors at a later point once all models are colored based on the palette.

For now, I will implement the palette with the Liquid models sometime later this week, and follow up with a report on those.


Dev Log 4-25-24

I was assigned to design the background art for two of the Lore Screens: specifically Plasma and Solid.

Me and Zoe had discussed how we planned to design the screens during class on the 22nd and today. After we agreed on repeating patterns for each of the screens, we then divided up the work between us.

I simply created a template for both patterns (a single crystal for Solid and a lightning bolt for Plasma), and then copy-pasted them multiple times to create a nice looking pattern.

We’ll see how they (and the ones Zoe created) will be implemented on the 29th.

Get Phase 4 (2024)

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