UI/UX Artist: Self Damage Status in 3D

UI/UX Artist: Self Damage Status in 3D

Hi everyone. This is the UI/UX Artist Paul again. The Self-Damage Screen is almost complete! For this week I'm going to show how I've converted the Status Icons have been converted into 3D for scaleable useability in any resolution. 

UI/UX Artist: Self Damage Status in 3D

The icons are made in a 2D vector art program. To make them function in our game engine, I export them as SVG vector files and import those into a 3D modeling program such as Blender or in our case LightWave 3D (the latter of which the game was written to work with a bit more natively.)

UI/UX Artist: Self Damage Status in 3D

Solid forms have to be converted into polygons, which means curves have to be approximated with lines. This requires a little bit of manual retouching. Once that's done I apply a (usually solid) color texture map so it appears in-game as in the 2D program.

This process can be somewhat time-consuming, as there's a balance between high-resolution polygon count and performance. Once finished though, the result is a two-dimensional object that exists in 3D space that all kinds of special effects can be applied to, and its geometry can be resized as much as desired without pixelating.

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