Textures and MaterialsToday is theoretically the last day of this build. Realistically I think I need 2 more days to get this to a point that I'd be happy to show it in my portfolio, making 12 days in total. Anyway, poor time estimations aside, today I'm concentrating on materials and textures. I want to add some wear and tear to the environment. I'm going to be making most of my materials in Substance Designer. I'm not really going to talk too much about that in this blog as there are plenty of tutorials out there. You can see from the screenshots though that I am revamping these materials as I go and adding some general dirt to them. What I do want to talk a bit about is my processes for adding hand placed detail into the environment. Remember I am using (mostly) tiling textures throughout this environment, so adding edge wear isn't as simple as painting it into the prop. The first thing I've done is used decals to add stickers, text and grime to the environment. One reason that I like this decal method is the flexibility it gives. For example, I can have a sticker in the top left of a locker, and the bottom right of another locker. If I was texturing in 0-1 space and painting the stickers into the texture, then these lockers would probably share UV's and have the sticker always in the same place. It would also mean that if I mirrored the asset then the sticker would be backwards. Later on I will probably add more decals with normal maps to add things like little panels and bolts. Here's an example of some placed decals: The main other methods I'm using are vertex painting and painting with masks. I'll come onto painting with masks later, but for now here's a breakdown of my vertex painted carpet material:
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Lighting BreakdownAdding textures to the lightsOne of the first things I wanted to do was improve the look of my lights. To do this I've added some simple textures to them to give the impression that there are bulbs and fluorescent tubes inside. Scroll through the images below to see a breakdown of how this was done |
AuthorMy name is Barry Lowndes. I'm the Art Director at Broken Totem Studios, and a lecturer at Sheffield Hallam uni. This blog is to document my processes in 3D game art and design Archives |