Hey all, this is my first update for my scene inspired by Disco Elysium. I wanted to dive straight in to asset creation to start figuring out how I would go about texturing these assets to retain some of Disco Elysium's brush stroke and painterly style.
So far I've been focusing on trying to do a variety of different types of assets to get a feel for how to get these materials feeling good while maintaining the style. I'm going to breakdown a little bit of what the assets are and some of the decisions and processes I've been taking as I've been making them.
Books
Disco Elysium has a very wide range of books which the character can read and learn from. They're all quite unique in shape and size, but the "Man from Hjelmdall" series and how they look really caught my eye. The books are a parody of Conan the Barbarian, where the Man From Hjelmdall swoops in with his dual Zweihänders to save the day, and rescue the damsel in distress.The books each have a core colour scheme and style, with a few elements changed on each. The main element that changes is the cover art and colour. As the book only has two of the books in the series in game, I've had to come up with some of my own covers, and I look forward to making a few more as the in-game series has over 40 different books. I also adapted the design just a little bit to add some extra details to the binder which should help the books stand out if I end up placing them on a bookshelf.
Clock
This clock was one of the first assets I worked on for the scene, and although it's location is really out of the way and may never really be spotted in the end shots, I loved the shape and materials and felt like it would be a lot of fun to make. Getting the plastics feeling right with the style was really difficult and required a fair bit of iteration, even as it stands I might go back to exaggerate stuff a bit further. I also discovered that making metals for this kind of style would require a big change in direction from what I'm used too. I initially tried to make everything really realistic, adding a lot of layers of grime and rust, but eventually had to pull back almost all of those details as it just looked too noisy and realistic. I'm still not entirely sold on the metal as is, so I might have to return to it at some point
Bottles
The room is a victim of a three day drinking and party binge, and the wine and beer bottles were going to have to come in sooner or later. A lot of the branding in the game for these assets is unspecific, so I took a bit of liberty with some of the designs. Commodore Red is a cheap and sugary wine, and there isn't a great deal of description beyond that, so to stick with the political themes of the game, I decided to theme it around communism and made a drink that's affordable for all people of differently social levels. Potent Pilsner leant into a mix of being a craft beer / cheap lager. it has fairly "trendy" branding. Both are sticking to the theme of cheap and high alcohol content which fits our character nicely. There will likely be a couple more beer / wine bottles to be make, I definitely want some green bottles knocking around the scene, and maybe a spirit bottle. Not sure yet, but enjoying the branding challenges presented by these.
Wood furniture
The scene has a lot of different types of wooden furniture, so I decided to make a wooden smart material which I could just apply to all of these assets. So far, none of the assets really have any hand painting applied and they do look super basic. At the moment, they just have a different hue depending on the color of the specific asset. Because I've slowly been working on the material as I make the assets, it looks a little different on each of the assets, and they'll be something I come back too once the material is a little better refined. Using the same smart material for most of the wood in the scene has been great for saving time and retaining consistency in the style of the scene. I've found myself making a lot of smart materials for this project and it's been a great exercise and is really helping speed up the texturing pipeline for the project.
Wrap up
Although a lot of the assets are lacking a bit of polish, I've really enjoyed trying to learn a new style and mix it with my own. I've been studiyng a lot of Dishonored and Deathloop art to try figure out how they stylize their work (been studying the works of Yannick Gombart and Maxime Goichot, go enjoy their works, it will not disappoint), and I've found that I definitely need to study things a bit closer as I've not fully developed the style, but I'm enjoying the process.
It's been a great learning experience so far, especially because I'm modelling everything in Blender, however I do find myself going back to Maya for the UV tools, they're just too good. So far I've just been using the marmoset scene I made for my swords to present assets, but I think in future I'm going to work on something a bit custom.
Next post should be a bit more of an update on the scene! Looking forward to showing more over the next few weeks! Thanks for reading :)
PS - To Artstation, blogs are really difficult to use, please give us more control over width formatting, it took a long time to get all of the images to not randomly stretch which would then mess with the text spacing.