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During the creation of a game there are countless hours that go behind preparing and testing out ideas and processes to find the best way to do things. Before we can begin modeling out a building we first must define the building to be created and then come up with the look and feel of that building and its surroundings. For a designer who is looking to have art assets that will represent the look and feel of the 1860s we have to dig in and do some research.
Through the course of several discussions with the designers, artists and checking over several reference materials we create a layout and design for our set.

Before we begin modeling we get a couple of second opinions from some of the guys at the office; seems to pass the office test so on to the modeling process.
Each building must be constructed within a limited Polygon Count. Depending on our object / building will determine weather or not we get many or just a few polygons to work with. For our building we are given a limit of no more than 150 polys. So with the maximum value set the modeler can begin working his magic.
After the building has been created the next phase is to create a texture map that will give the building more life. Voile!

One rustic looking building ready for a bunch of junk... The last step of this process is to place a handful of scene objects in and around the building to help break up the straight edges and add that last little detail that makes it a step above the rest.

Here we have several shots of the objects being placed around the building.
Lastly we export it out to our engine and check out what its final appearance will be. Happily satisfied we move on to the next one in line! 
Thanks for joining us for this little behind the scenes look!! We will continue to have further developments and entries for the making of ‘War Between the States’, so check in often for all the news and latest happenings at Walker Boys Studio.
Copyright 2006 Walker Boys Studio, Inc. All rights reserved.

