Saturday, 21 March 2015

Bear Trap, Jacket, Skeleton

As mentioned before I've been finishing off all my current assets. A couple of these needed new unwraps as I wasn't 100% happy with them.

The bear trap used a lot of similar geometry that could be instanced to save UV space which is essential when the asset's texture will be 512x512.

I also had to bake the high-poly chains onto 2D planes in order to save on the poly-count.

The texturing was very similar to the tankard with the metal. I usually lay down base colours and then work on the edge wear and finally start to add slight differences in colour and a dirt/grime pass.

I also added a little bit of blood to this one as well. I also really bump up the specular to get that nice metal effect.


I also found an interesting solution to getting the gold material on the jacket and crown looking right inside Unity. DDo's export option for cryengine produces a really bright specular map and this seems to work perfectly to get the crown to look really shiny and looking like it's PBR original.

Finally JJ asked if I could texture the skeleton for him, I think I'll slowly transition into a texture artist while I'm away from uni.

I took a lot of reference from bitgem's models and their texturing style, it's quite hard to get all the detail in without a normal map and I'm not 100% happy with the ribs but when viewed at the scale it will be in the game it actually looks fine.


Wednesday, 18 March 2015

Texturing

Obviously there hasn't been a post in some time due to FYP. However now that is over work can really begin on AGD.

My schedule is a little messed up due to me joining a game studio in 2 weeks time so I'm currently trying to get as much done as possible.

Currently I'm just going through all my assets and getting them done for next Wednesday.

With no gloss input channel in Unity I've had to make some adjustments to get some of the metals looking right with just a spec map.

The tankard is also pretty much textured, it took a couple attempts to paint the wood how I wanted but using some reference it's started to look a lot better.

My thinking is that I want it to be fairly dirty but not too grimy as a King wouldn't be seen drinking out of a rotten tankard, so I've tried to keep things to a minimum.


There was only one slight issue and that was how to get the dirt build up around the little bits of detail on the metal.

The AO map didn't show up these areas due to the geometry being planes. I therefore put it into Mudbox and painted a mask and simply exported this into photoshop.