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Devlog 4: post production

Now that we are in the final stretch of finishing downpour my main job was finishing any art assets that needed to be made and implemented. Implementing the environment art was a long and tedious process but I learned a lot about the way unity, substance painter and maya interact with each other.

Wanting to keep the metrics of the level the same when creating arted buildings i exported the greyboxes from unity into maya to clean up any geometry issues like, unseen faces, overlapping faces, then texturing them in substance painter 1 building at a time.

This is a stray away from the initial plan i had to texture the level. initially i wanted to use vector painting and a shader graph within unity to texture the level, this worked well for the first 1/3 of the level but once i started the 2/3 of the level there came a lot of performance issues with unity, presumably because there were to many vector points for unity to remember. In the future, making seperate levels in different scense would help a lot, it would also solve issues we had with our repo and some filesizes being too large, by the end of the project the scene was over 900mb and we ran out of repo space multiple times.


Here are some of my art assets










The art style approach was a very delapitated city, full of moss and eroded concrete, textured in substance painter, i made a few base materials and found a couple free ones online for the moss and the exposed rebar.

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