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Golden Sun Revival chapter 1: Enemy Model Workflow

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So for this post I will run through the workflow for how I go about creating the 3d versions of the enemies from Golden Sun. I'm starting with the first game and some of the early enemies that you encounter in the beginning of your adventure. To demonstrate this, I'll be showing the simple Slime enemy. Every jrpg needs its typical generic slime design enemy. This is a very simple concept so it will be easy showing what goes into the 3d creation process. I'll be showing how I model and also the texture techniques used. The workflow will be simple just as the sprite it is based on. Creating the Base Model with simple shapes Since this is a lowpoly project and targeted as a console in-game 2003 era asset, I don't have to start with a complicated dense base mesh. No sculpting here, just good old reliable polygonal modeling. First things first is to block out the design using simple shapes. Its important to keep the starting shapes simple as well. While I could start with a ...

Reviving Golden Sun: Prologue

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This project is one that I decided to undergo due to replaying some old remasters of RPGs that I used to enjoy when I was younger. I was always very fond of the PS2/GameCube era of games and their graphical charm as well. Given how I was already a young adult when the HD era of gaming began, (PS3, 360,Wii) it makes sense that ive spent the most time playing PS2 and GameCube back in the day. I've recently started to play Golden Sun again and looking back at the style and design of the visuals I've always wondered why the original duo of GBA games never got a remaster. So I decided to start making some 3d models to "remake" the visuals of the Golden Sun series. My goal was to remake each asset as if we're to be released as a home console game like the GameCube. From 3D to 2D.... to 3D? So just by looking at the battle screens you can see that the sprites for Golden Sun are very detailed and vibrant. The bright color palletes are a holdover th...