• Game Art Blog Update

    Another Day… Week… Month… wow, it’s been a little bit of time since I last posted an update. Still struggling with health issues, but it looks like I’m getting on the right track. Anyways… let’s get back to the topic of today’s image.

    I’m attempting to build a universal facial rig to use across all characters in the game.

    The image you see before you is an attempt to minimize bone usage but still get good results from facial animation in-game.


    My opinion… not great, but not bad either.

    Now that I got this done, its time to move back and finish the models.



  • Game Art Blog – February 29, 2016

    Howdy Folks,

    It’s been about four weeks now since my last blog entry and I wanted to bring those of you reading this up-to-date on a few items.

    First and foremost, there’s obviously been a delay in art production. This is due to health issues and also simply life finding a way to prove once again it comes before making video games. I’m sincerely hoping that after this week, I can start to get back on the road to recovery and get the train back on the rails and moving once again.

    With regards to a timeline of sorts, here is a brief outline of what’s been happening and what I’m looking to do.

    PIPELINE – I have finally nailed down an asset creation process. It’s been a difficult time because I’ve been weighing the cost of using certain software packages for their ease of use vs their commercial license price. There are simply so many great tools out there, available today for independent game developers that you seriously have to find out what works best for you and your team. And frankly… that takes time.

    Here is a breakdown of the software that I will be using to create our assets for the Untitled “Medieval-ish” Game:
    • Autodesk Maya LT – (Modeling, UVing, Animation)
    • Pixologic Zbrush – (Sculpting and Texture Painting)
    • Topogun – (Retopologizing, Map Creation)
    • Headus UV Layout – (Used for complex UVing/Unwrapping)
    • xNormal – (Map Creation)
    • Quixel Suite – (Material Creation)
    • Unity 5 – (Game Engine Testing)
    • Unreal Engine 4 – (Game Engine Testing)
    February: The goals that I had established for February have changed dramatically due to recent health issues and there has obviously been a delay. So, I will simply provide an updated timeline from here forward.
    • The guard armor is finished, as far as the demo is concerned. The 3 helmets can be seen in my game art blog at papalati.tumblr.com.
    • Next step will be to finish the prisoner LP models and complete their materials.
    • After that I will move on to “Weaponish” items and additional little items such as accessories .
    In April, I will be moving on to Level Design and Environmental Art: The goal will be to complete 3 “areas” of the game: “Lobby”, Level 1 (Human) and Level 2 (Human and Goblin).
    Estimated Time of Completion: End of April 2016 (So, if everything sorta goes as planned, I will have completed the levels and I will send them over to our one-man back team of coders.)
    At that point, the following will be completed:
    • Human Characters – modeled and rigged.
    • Levels (3) – dressed and set.
    • Animation – basic walk, run, and attack animations.
    For the demo and to get up and running as fast as possible with the animations, we will be initially incorporating the use of Mixamo’s animation system.
    After those initial items have been handed off for coding, I will then begin working on the next set of items.
    • Modeling and Material creating for the Goblin Species. (3 Variants)
    • More Animation (The extent of the animation I do will be based on how expensive getting more specific animations like climbing ladders and peaking around corners will get when I look at what Mixamo charges for them.
    • Facial Animation (I’d like to get some facial animation in there, which I will have to do by hand in Maya as Mixamo does NOT have those as pre-configured for purchasing. )


    Around this time, June-ish that is, I should be starting artwork on our next mobile platform game that we are currently dubbing as “Saucer Attack”. Our coder, Colin, has been working on developing the backbone/skeleton of the game as I have been working on the other game.
    As far as the design goes, we are currently looking at doing it in the style of the classic Late 1940’s – 50’s Science Fiction Films (Old Fashion flying saucers and planes such P51 Mustangs).
    Well, that’s all for now from the Art-side of things. For more information and the latest on art development for Papalati Games check out the game art blog at papalati.tumblr.com and keep your eyes right here on papalatigames.com.
  • Zbrush vs xNormal – The Verdict: xNormal Wins!





    Okay, so that was a little less painful that time…

    No weird UV distortion. No artifacts sitting in the middle of a projection. Just like it should be. Good thing xNormal is free, cause they could make a killing if they charged for the program.








    Now, on to the cavity map debate Zbrush vs xNormal. This time it is absolutely a HUGE difference between the two maps being created in each program. Zbrush Cavity being the 2nd map and xNormal’s Cavity Map being the 3rd map.

    Simply put, it’s night and day.

    Where to now? …you might say.

    Well, now that we have the distortion issue resolved; its time to get the rest of the maps generated in xNormal, then over to Quixel to complete the Materials.

    Till next time!