Forgot to submit our “we are in”-post
Our tools are:
- Unity
- Scene manager
- Photoshop
- 3DS Max
As you can see sun is going down here in Germany, but we made quite some progress today.We started working on the music and sound effects and hope to be able to start creating some levels soon.
Already done:
To-do list:
Which you can play here
Planning:
After we found a good interpretation for the jam theme the planning for the programming part started. We knew now, that it will be a Jump & Run, so we clarified which features shall be in the final game and defined it with the designers.
Make it happen:
We started from the beginning with the basic Unity-Engine. First of all we created a Character controller and a working Camera controller to move around and being able to test new game elements. Afterwards we build the editor, with all needed game elements like platforms or bouncers, so that the designers were able to build levels more quickly.
Convert the theory into praxis:
After the assets and the editor were ready, we were able to put everything together and create prefabs for the editor. Now the designers started to actually build levels. During this process a lot of bugs appeared in the editor and the character controller, and they were directly fixed.
No time, but so much to do:
During the last 7 hours we had to finish all missing things.. and they were a lot.
Here a list of what I mean:

3D Scanned mesh to game ready asset in a few minutes :
Scanning the Blackwald Forest
This is part two of our 3D Scanning Postmortem.
What you get out of the 3D scan is a very high density triangulated mesh, that is uv mapped using a very large atlas texture.
What we want is a low poly object, 3k polys max, with a nice uv map, as well as a clean high poly we can use for the bake.
And we want that fast 
Cleaning up the scan :
This is what it looks like when imported into zBrush. As you notice, there are some parts flying around, and the scan has a hole in the top.
We’re going to fix that now.
First we applied the bitmap texture and deleted the useless parts by splitting the mesh into subtools.
Then we subdivided the mesh a couple of times, for converting the bitmap texture into a polypaint(vertex map) texture.
Retopology and fixing texture errors :
We ran a zRemesh over the scan. This converts the scan into a mesh with better ( all quad ) topology.
It won’t conform entirely to the scan, and will also lose the vertex colors. But we can project that back from the original scan.
Before we do that, now is the time to close the holes in the mesh.
Remeshed with zRemesher :
Projected the polypaint from the scan to the new cleaner scan :
Converting the cleaned mesh into lowpoly :
We duplicated the cleaned mesh, and ran a decimation over it, and brought it down to roughly 1k polys.
After that, we did an automated unwrapping. This works very fine in zBrush. It won’t fill the uv space optimal, but it has little to no seams.
Reduced to 1k polys using decimationMaster :
UVs with zBrush uvMaster :

Substance is amazing when you need to batch through a couple of similar objects. It’s like a node based photoshop that also has every texture baking option available you could think of 
We did the node graph once, and then used that as a preset for all objects. It also takes care of downsizing the textures.
What we baked :
The rest is blending and color correcting the maps, with some further tweaking of the normal map
Baking and processing in Substance Designer :

Inside Unity we used the Marmoset Shaders on every object and lighted the scene with an very blurred hdr image.
In the end we used some post effects to finetune the look abit.
This is what it looked without post :
And like this after some grading, vignette, and blur :
What went right :
+ Confused village people staring at a bunch of nerd taking pictures of rocks and tree barks – priceless.
+ after we figured out what steps to make, the scanning was rather quickly
+ would have been impossible to get the same level of detail and texture work with traditional modeling/texturing in that short timeframe
What went wrong :
– as usual, could have used some more time to finetune the distribution of level objects
– if the pipeline would have been defined abit earlier, we could have used a lot of automatization.
– was not aware of that unity can actually use LUTs for color correction. We could have graded the scene in Photoshop instead of using Unity’s limited color correction post effect.
None of us had ever done 3D Scanning using Photogrammetry before. Although the result was not optimal in some parts, it’s interesting enough to pursue further, and the LD gave a good kickstart of how to do that and optimize the process even further
In total, the entire experience was a blast.
Hello my name is Tom (tom3d.de) and I have here created the characters for our game.
The Main Character should be a little creepy imp and i searched the internet and in the surrounding area for suitable references.
As inspiration i found Quasimodo from the movie Hotel Transilvania.
For the shape of the character I use Sculptris from Pixologic. The advantage of Sculptris is that you not need to worry about the mesh, as it completely dynamically divides the mesh depending on subtleties. So you just let your creativity run free and do not care about the technical stuff.
After sculpting you can paint a basic texture on the mesh directly in Scultris.
so far so good.
The mesh is of course in a very high resolution and must be first in a playable low poly shape.
This I did by hand with the beautiful Retopolize tools in Modo 801
then i have shaded the high poly mesh and baked all on the the low poly mesh texture.
creepy texture
and the final result at the end was the nasty little imp that running through our game and defended his Princess.
so now you can also try out our game the same 