Have now done 5 textures for my asteroids. Have decided to do 5 separate asteroid models and have also decided that there are way too many gray asteroids out there in video games. The vast majority of developers are lazy buggers and just do one model and one texture and make it appear to be loads of different asteroids by changing the scale and rotating several instances of that one model.
Bollocks to that. I'm going to have 5 models and 5 textures for mine just to give it more variety and to make my game stand out more. The textures were VERY quick and easy to do, you can do one in just over a minute if you rush things.
And these are created from scratch without the use of any photos or anything.
I'm on the bus so I'll edit them into this post later.
Back now, here you go:
Not sure I like the first one so I might replace it with another one. All 4K at 300dpi.
Please feel free to give me any feedback on this stuff!
Next on the list is the 5 asteroid models themselves with ZBrush, I'll probably have a go at that later tonight I reckon. And after I've done that I need to do the docking bay, Nakamura's Pride and the inside of The Raven cockpit which is going to be the opening screen when the game starts where you can access the menus and stuff on the ship's displays.
Then once I've done all that (and UV Unwrapped the bloody models and sorted out the rest of the textures which is a REAL pain in the arse that I've been avoiding lol) I can start working on the cutscene where you receive the distress signal in a scene in the cockpit (so a seamless transition between the opening screen and the start of the cutscene followed by a fade to black and a fade in to a scene where you're watching the ship trying to dock surrounded by bloomin great big asteroids and you get fired upon, damaging your ship beyond repair and leaving you stranded.
Then I'll have a few missions such as the obligatory keycards to open doors or lifts to different areas of the ship, finding the weapons control center so that you can turn those guns off, into engineering to switch off the one way forcefield that's going to prevent you from leaving and probably a few other bits and pieces that I haven't thought of yet lol
I don't think I'm doing too bad so far. I've got the name of the game, the name of the ship (which are one and the same), have built 12 (soon to be 17) models, have got the name of the protagonist (Commander Allan) and the name of the protagonist's ship computer (Edgar) and have got the basics of a plot which the player can pick up by reading infopads/logs etc.
All I need to do after I've done all that above is do a few more corridor models (for corridors with doors), a few room models, some more props, Commander Allan's model and the enemies' model. Then I can start throwing it all together. I reckon I should have the game finished before Halloween next year all going well.