TECHNICAL ART
OVERVIEW
MATERIAL DEVELOPMENT
This page documents at my current workflow for MODERNITY by KDT™, issues encountered, their resolutions, and how my process
has evolved over the years as my understanding of Physically-Based Rendering and normal mapping have improved. It also provides a showcase of how my textures can be adapted across engines.
HOW I STARTED
When I started creating MODERNITY, I simply wanted a completed, realistic version of Minecraft for myself that wouldn't slow down my computer as I didn't have the best equipment. As I began to learn more about the intricacies of texture pack creation, I naturally became more invested, always looking for ways to make my textures better and more realistic. This would eventually lead to many revisions, brand creation, and discovery of technical art as a legitimate career path within the gaming industry.

THE MAGMA TEXTURE
This magma texture is one of the most important materials I created during my early learning process. It brings me pride as it's current iteration has held up over the years as the visual fidelity of my pack has improved, while still leaving room for further study, ingenuity, and overall betterment.
FLYING BY THE SEAT OF MY PANTS
Before attempting the magma texture I had a little experience making textures as I had been revamping the game for about a year. However, this block came with it's own unique challenges as I could not find any photoshop tutorials that gave a Pahoehoe feel as opposed to typical flowing lava—something I still cannot find to this day.
NUMBER RANDOMIZATION
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Issues with the number randomizer, what would be better, and how to fix it.
DIALOGUE
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How dialogue is being presented
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How i wanted to present the dialogue originally with little knowledge.
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Timing the dialogue.
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Waiting for player response and building atmosphere.
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GOOD ENDING DIALOGUE
BAD ENDING DIALOGUE
ENDING THE GAME
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Adding multiple endings.

