Wednesday, 21 March 2018

BA2B - Prop Creation - Week 3

So after finishing up with the particle systems and my research I then put it all aside and started the prop creation. A list was already set out for this as we're going to try and get exactly the right amount of basic props in before we start adding additional non-necessary items. This means adding in the basics such as Cups, Candles etc. Anything you'd find in a cathedral basically that is a minimal prop. The primary research helped me to understand the sorts of items kept around a cathedral including the treasury items such as the chalices and plating. This overall gave me a idea of having every single small level prop that was metallic to have the same UV spacing on one sheet so that way if I want to put a 2048x2048 texture on all these models I wouldn't be wasting memory instead I'll save memory by allocating the same texture space across all the models, shown below is a example of this.



With this methodology in hand, I will be able to lay a non-repeatable texture across all the objects whilst having them share the same amount of information on each UV. This will not only speed up texturing but also save on memory and usage in the actual engine. Obviously it wont just be the main texture over these, every item will have a little bit extra texturing which will be down to the object itself such as the cup having minor fingerprints etc. This will be my main goal for this week to see off the week, finishing this object list and having them all share the same UV space as each other. If possible and if I fill out this UV layout then I will move onto texturing immediately to ensure time and management of time. Perhaps even getting ahead of myself, not that I am not right now but more towards getting everyone ahead of themselves.

Objective with these assets:

Metallic Pack

Asset List:

Various Mugs & Goblets
Medieval Pots
Jugs
Bowls/Cuttlery

This Pack contains objects which are "metallic in nature. x3 Texture sets are necessary for these objects. "Clean", "Rusty", and "Dirty", with x2 different metal compounds for each set.

Steel/Iron - Clean, Rusty, Dirty
Alluminium/Copper - Clean, Rusty, Dirty

All objects are to be created in the same, single scene.

All objects must be in combined in to be in the "same mesh" and UVmapped, ensuring all objects share the same 2048 x 2048 UV space.

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