HALVES
Now that we’ve refined our goal, it’s time to get back into production mode and drive progress forward.
We’ve made significant strides in defining the interior structure and fine-tuning appearance and lighting in Unreal Engine. Additionally, we’ve been busy adding essential assets like pipes, bookshelves, lights, and water tanks according to our asset list and creating new textures in PBR workflow. A particularly important aspect of our process has been focusing on efficiency. Our team has delved into technical art, exploring techniques like creating pipe generators to streamline our workflow and achieve faster outcomes.
On the character front, we’ve settled on the doctor’s appearance and attire after multiple rounds of iteration. Presently, we’re experimenting with color patterns to ensure they complement the environment seamlessly. Simultaneously, we’ve sculpted the basic mesh for the character, with plans to incorporate additional details in the near future.