SEACRET - DevLog #5 -3D Assets


Hello fellow divers ! Welcome to another DevLog for our student game, Seacret.

After presenting to you some concept-arts for the game, today we'll show you some 3D assets that will be in the environment of the game.

We won't be able to show you every assets that our artists made,  but some from different categories.  Let's dive right in !


1) ENVIRONMENT

The most advanced category of assets for now are the ones that we'll put in our environment.  

First We have  some small elements that will be in the background : In order, a signal buoya board with pinned papers and a medical bed.



Then, our artists also made some bigger assets that either will be more important parts of the background, or even sections through the diver will pass. In order, A machine, one of the  big fans the diver will dash through, and one of the vents the diver might explore.

2) THE DIVER

In the mean time, we also put a lot of effort to 3D model the character of the Diver, and after weeks of hard work, we finally have the final version of it ! Here are the main steps our artist followed, from concept-art to final model : 

3) TEXTURES

And finally, our artists started working on some textures we might apply on our assets, to give them a more rusty / underwater-y look. Here are a rusty door, anchor, oxygen bottle and staircase as tries : 





And here are the main categories our 3D artists have worked on for now ! We are slowly but surely progressing, and soon we'll be able to put these assets in the game environment ! In fact, most of the assets used will be modular, which means that somes parts of them will be used to make other similar assets. This way of modeling will gain us a lot of time and efficiency during the blockout phase of the game, made by the Level Design team, whose work we'll review on the next devlog, so stay tuned !


Thanks for reading this far, and see you in two weeks' time for the continuation of our Seacret adventures !

Take care, and "sea" you next time !

TEAM SEACRET

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