Spotted Dolphin markings + lower half overlay.
Spotted Dolphin markings + lower half overlay.
It’s really really nice that you guys have ideas and stuff but I’m not the best person to send it to right now because I am on HIATUS from Aro’kai. I have some important things going on (recently moved, looking at colleges to sign up for) so I’ve put Aro’kai in the back of my attic - so to speak - for the time being.
Because of this, please post your ideas on the forum or send them to another staff member. Aro’kai’s main tumblr (arokaidevelopment) has links to other staff members in the description box on the side. They’re all in yellow text. Send your questions and ideas to them!
Thanks and have a great summer!
Two markings based off of user concepts done here.
From users Linyah and over on the forum.
Been a bit bogged down and haven’t been able to do markings. Mum’s wanted me to make a logo for her and I’ve also been doing a lot of behind the scenes Arokai stuff that’s secret.
Now that I’ve finished with university stuff I can work on Arokai stuff a bit more.
Have some markings B)
Top one is a Pacific White Sided Dolphin set. Other one is some simple butt stripes.
More plants today! We’re going to be making clovers, a bush, and a single leafy plant. C:
First we’re going to start off with the clovers. Off to Blender!
So empty right now isn’t it?
When it comes to plants you’d usually think to just make the texture and then UV map it onto planes, and then let them take their shape. That’s something we’re going to actually do! But before we do that we need to do something that can only be done in Blender:
Set up the actual details for the textures!
Instead of searching the internet for images to use for the texture, we’re going to make it all from scratch. And one of the ways to do that is to model a detailed version of what’s going to be made, and then use it as a texture piece for the finished product. Seems kind of anticlimatic, but it works, and it has great results! (It was done for the flowers seen in yesterday’s LB).
So when it comes to clovers I’m going to start with a single plane
Then go into edit mode and start to extrude and scale the edges until it looks like a single leaf off of a clover
Then I’m going to split it down the middle and slowly move everything around until there’s a visible dent along the center. It’s going to be needed later.
Then I’m going to split again so that the leaf itself has a bit of a bend, then extrude the edges so that it has depth.
Then I apply a subsurf and material color that we can use as a base and then…
Now we need to make two more leaves to complete the clover
To make it easier I’m going to snap the cursor to the clover’s center, and then rotate along it so that it will all come out nice and even.
And there we go! Next up will be moving it into Photoshop and then texturing the clover itself. C:
Disabling the visibility of the grid and moving just a teensy bit so that it’s gone, I simply screenshotted the clovers and then pasted them into photoshop (I’d duplicated and modified the copies so they’d look different, this would help for variety later on; I simply forgot to document it, sorry).
After that I simply cut out the gray and then scale it to a size that I find appropriate for editing.
We can’t simply color over these clovers because they’re going to be part of the detail in the final texture, so we’re going to select them, inverse the selection, and then color in the selected shapes on another layer beneath the pasted clovers.
Now back to the pasted layer, I’m switching the mode of the layer to ‘Linear Light’, and then decreasing the opacity so that it isn’t too dark nor too light. Then, I make a layer between the two layers for some detailed coloring.
Next we’re going to play with some shading layers over top of everything until it has enough detail.
There we go.
However, The clovers seem a little dark. They’re supposed to be a more neutral green, but not this dark. So let’s make a quick hue/saturation clipping mask over one of the layers (I went with the detail layer)
We’re ready to put them on a model now!
They’re taking up a lot of space on the texture map that we don’t need. So we’re gonna resize them and put them somewhere so they won’t take up so much space.
And there we go! Ready to be put on a fresh model.
Back in Blender, start with another plane.
Merging one edge together to make a triangle.
And then extruding all the edges so that they make ‘leaves’.
UV map to the texture
Duplicate and move them around to make a cluster, then merge
And there we go! Clover grove.
Gonna put white flowers on this plant as a start
Now we have about 5 stem ends for possible flowers
So let’s duplicate the white flower until we have 5 of them
Next we have to move them and carefully, caaarefully place them into their positions one by one.
It’s real tricky since the stems are flat,twisted planes and are thin (to keep the plant from being too high poly), so there needs to be a lot of thought when positioning them
And slowly as we go we keep placing the flowers until they’re all in position and look OK
There we go!
All we have to do now is merge the flowers to the green parts of the plant and we’re done!
Now we have two flowered plants. They look very much the same minus flower colors, but that’s OK. Even a small difference can bring a vast amount of variety!
We pretty much repeat this process with the other, unfinished flowered plants
That’s it for part I! Part II will be making a couple of weeds from scratch, textures and all! I’ll start it in a few minutes.
Part I is done! Part II will be started soon.
Shus here! Been a while since we did something like this, ey? I’m so excited!
Be sure to keep a close eye on my art blog for the whole process! Finished strings of posts will be put on the Aro’Kai blog.
But what’s being worked on today? Look under the cut!
Copy and pasted from here:
I’ll make this short and sweet:
We are trying to make a master credit list of everyone that has submitted markings to Onowl.
Post here with a link to your marking pack and what name you want to be credited by.
By the end of production if we have your markings but you have not stepped up to claim them, we will not be adding your name to the credits list. Considering there should be a great deal of time between now and the games final release.
If you have not submitted markings to Onowl then you can still link the files below for review and those accepted will be added to this list.
All you need to send is the PNG marking.
Once again, the thread is here.
Hmm.. perhaps. That actually gives me a few ideas on how I could change the UI up! Thanks!
We intend to have a lot of community activities for everyone to participate in.
Aro’kai isn’t open source like Impressive Title is so there’s only a need for one server.
The FAQ explains the just of it (just Ctrl+F ‘presets’ and it’ll go to the question), but in short form yeah.
We have rules as to what is and isn’t acceptable for a preset, so when you send the links to your files over, the team will have a look at them to make sure they follow them. If they do, they will be accepted and put into the game, and if they don’t, they will be rejected and will not be put into the game.
If you’re asking if Arokai will be like Impressive Title with many spin off servers then, no.