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Art Dev Log

The Evolution of 3D Assets in Kick Some Bass!

By Raphael Corriveau

Early on in development, the approach to 3D models was more focused on creating some true to nature models, making them more realistic and detailed. This was in part due to some course requirements and uncertainty in the favored aesthetic within the team. We were initially planning to implement a fishing system, which meant we had to make 2 different sets of models, the underwater and surface(fighting) models having their own sets. Furthermore, we worked on some fighting accessories and map elements. In time, with the project being downsized, we opted for a lower poly aesthetic and consequently began modeling with a more cartoonish style in mind.

The first models were produced for underwater fish, with a selection for different environments we thought we would have players fishing in. This included a bass, trout, angler, and schooling fish like mackerel. These were to be used to make the fighting fish models as we felt having fighters looking like their underwater counterparts was logical and would help with immersion.

Basic Trout Model
Basic Bass Model

These evolved to become the surface fighting models which are now the only ones we will be using.

Bass Fighting model with texture
Holy Mackrel Fighting model

Along with the fish, initial models also included props and items that would be used both for the fishing and fighting such as a fishing rod or a harpoon. With the downsizing, these are now just going to be elements of the décor.

Original Fishing Rod
Row boat Decor

Next, we also worked on some buildings as places of importance in the overworld map we wanted to use. Among these there were some iterations of houses for the character, a lighthouse, a dock, etc. We used basic grey-blocked models as placeholders in Unity until we could import completed assets. The style is somewhat varied as different members worked on each of the buildings.

Light house model
Fish Store model

Last but not least, the model of our main character, Jimothy Jimson. While we had an idea of the silly character fighting the fish, bringing it to life as a model proved challenging and required a couple attempts. The earlier iteration was blockier where it didn’t need to be, and the head was too small. It was a placeholder we used for a while. Here is a picture of our current work in progress model, with a side by side comparison of what we used to have. Jim will be out there fighting abnormal fish in no time. We hope you will be there to do it with him.

First pass at Jim
Current working model

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