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TOME

This was a client project, where I worked closely with the client to contribute assets for the game the client was looking to develop. Communication with the client was efficient, which added confidence to the assets I would make.

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The client’s project is titled “Tomebound”. It is a puzzle game featuring a non-realistic art style, with lizards as the playable characters. I was responsible for making several of the assets that were to be used in the game.

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Puzzles would be completed by having the player control both lizards, if the lizards got separated, the player would only have control of one lizard at a time. However, they would be able to alternate between which lizard they control.

Reference image

The client supplied the reference imaged that was gathered from Bing's AI image generator.

 

One of the challenges was that it was up for interpretation what was supposed to be extruded out from the base mesh.

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The purpose of this Tome in the game is of high importance. It is a critical component in the completion of the puzzles found in the game, as the player is required to get the Tome to the end of each puzzle to complete it.

3D model

To start the modelling process, I made the form of the mesh in the shape of the tome. I then use the “remesh” option to drastically increase the number of polygons. During the modelling process, I used sculpting to create the form of the mesh that was made possible after the remesh.

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I then used the “Decimate” modifier to cut down on the number of polygons so that I could start texturing it. The texturing process started with the creation of a normal map using the “Baking” function within Substance Painter to create a texture map in the form of an “Ambient occlusion” map.

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Using the “Ambient occlusion” map, I took many things from the refence image. With the texturing, I took the three different colours of leather. I also took the wood, metal, and blue gem colouring in the texture.

 

The texture map had thirteen layers to create the final texture used for the Tome. For the leather textures I used a “grunge leather damaged” generator, and then copied it to make the other colours. The metal texture was made using a metal texture generator, and the wood was made using a wood texture generator.

 

I also added a gradient to the Tome, making the appearance of a shadow. This makes the texture look even more like the reference image.

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