Banjo Kazooie's Room Sketchbook

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Banjo and Kazooie’s Room 3D Environment - Remaster


Introduction With limited poly amount and texture pool, I will recreate a 3D environment with the theme of “Remaster� in mind.


Initial Ideas The Throne Room: Croc

Definitely a forgotten gem for the PSX system. Since the game never got a remaster, doing a game with no remaster would leave more creative freedom on this project.


Initial Ideas Cock and Plucker Pub: Conker’s Bad Fur Day

A strange and mature game for the N64 which also did not receive much remaster attention. The pub is quite open and does have a variety of props.


Initial Ideas Banjo’s House: Banjo Kazooie

Another N64 game which did not receive a proper remaster (disclosing Nuts N Bolts). Banjo and Kazooie’s room has many props, is very colourful and surely a challenge.


Finding Better References


Finding Better References


Identifying References

It is all in the little things that are difficult to see when in game. The average player only spends a few seconds in this room, so getting close shots of these is a lot of help here.


Other Creator Work There is a handful of people who also recreated this scene using Unreal. I used some of these as a leg to stand on when making more custom props.


Sketches


Room Design


Block Out

Block out used to get the basic modelled props into the scene. Used the UR4 geometry to create the correct scaling I want for the room and props.


Modelling Used a lot of modelling techniques. Box modelling for more simple designs, such as the Drawers and Cupboards. Used Edge modelling for more complex pieces, such as the Bed pieces and Fireplace.


Texturing Starting with the main pieces, such as the walls, floor and roof. These will be one repeating texture.


Texturing Doing the math‌ Since I decided to create a scene with a lot of unique props I have to critically analyse how I can spend my texel space. Limit: 2048 x 2048 (x2) . . . That is 4096 total per length for every texture per texture. I was texturing as I was going along with my scene, but I did do the math to ensure I don’t exceed the space given.


Texturing Main and Semi Main Bed = 384x384 Fireplace = 256x256 Pictures = 256x256 Chair = 256x256 Clock = 256x256 Door = 256x256 Cupboard 1 = 256x256 Cupboard 2 = 256x256 Drawer = 256x256

Other: Furnace = 128x128

Wallpaper = 128x128

Cooking Pot = 128x128

Floor / Roof / Kitchen Platform = 128x128

Fish Tank = 128x128

Kitchen Splashback= 128x128

Flower = 128x128 Book = 128x128

Skirting / Beams / Shelves = 128x128

Collectable = 128x128

Together 4096x4096

Tea Towel Rack = 128x128 Curtains = 128x128 Rug = 128x128


Texturing, the Workflow Albedo

Metal

Rough

Normal


Texturing


Texturing


Being Accurate to the Original


Being Accurate to the Original


Getting it Together


Getting it Together


Getting it Together


Getting it Together


Lighting


The Little Things Beams

Skirting

Making the beams and skirting makes the room much more real. After all, these are the foundations of the room, but can be easily forgotten.


Polishing

Particles

Ticking anim


Evaluation

4096x4096 texels per texture 12,476 polys / 19,615 tris


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