A BONNIE DAY
A Bonnie Day is a game revolving around Bonnie a friendly sheepdog living in a lighthouse in the north of Scotland. Help Bonnie navigate the lighthouse and complete tasks for her sick keeper Hamish.
A Bonnie day was a 3 month long project in which I took care of character and environment art.
In order to streamline the amount of assets I would be making I established a pipeline that would skip the making of a high poly mesh and would instead use the base mesh for baking and texturing. By baking the low poly mesh as high poly I avoided any additional errors and retopology revision and prioritized optimization. I also saved time in making a high poly mesh.
In texturing I was also careful to not go overboard with the detail as the perspective of the game didn't allow for it.
The pipeline used is:
1. Maya: Establish a base mesh and shape of model and make Uvs.
2. Substance Painter: Bake Low-poly as high poly and texture.
Most of the assets are compromised of a base colour, some detail work (usually done through masks and generators. And finally, one gradient to give depth to the asset.
3. Unity: Implementation in engine.