The asset sheet was completed on the last week of Easter but I didn't get round to adding it into my Easter blog post. Here are a few screen shots of what I got up to during that period and how I managed to achieve the asset pack.
The asset pack below is all the smaller assets (Props) I made for this pack in itself. It was originally meant to be 2k with 5.12 texile density but after looking at it in detail there wasn't much difference between 1k and 2k resolutions. All of these objects have their own high-poly, low-poly and cage.

Here is a picture of both the UV layout and the transformation details.


I then went into substance designer and created what I thought to be a 'base material' for the object itself, a small metallic texture that looked almost slightly damaged. You may have seen a previous variation of this before on my blog but this is just that taken and altered slightly.

On doing this previously I had a different color scheme without rust which then changed due to people wanting more detail. Below is the picture of both variations and I let the team choose which one. 1 is the old variation and 2 is the one now used in game. The good thing about our game is you can't look at minor details on these things as it's a overhead/3rd person camera so you wont be able to look at the major amounts of detail on these so I decided to keep the resolution low as well as the detail amount.
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I have asked for feedback as I do with all my work showcasing it to the team through Discord. This is a must for all of us as we need to get a understanding of what we all want and are looking for.

Although this asset pack was created before I went onto the Easter break I had a referral to do as well as many other things during Easter so this was left till last. Aside from this the particle effects I wanted to leave till a later date now seeing as it isn't as necessary as the assets/props. As for textures I managed to create different variations of my work as well as new ones that I am ready to put into the game engine. This being said, I have been set some new tasks so for now I will only showcase the textures I made and some variations.
Brick texture variation:
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Cloth pattern dark & Light:



Marble Texture:


Metal Scratched:


To explain some of these, the materials called cloth are going on the character, you may see that there is two. With this in mind the idea behind it is to be able to have the players outfit change dependent on whether or not they're in the light or the dark. This cool feature will be player feedback so implementing that through a simple material/texture is pretty fascinating to me. The other bits as you can imagine are where you would imagine them to go, the metal on the asset pack, the bricks in the church walls and the marble would be a nice idea for a floor but dependent on what the team think it may be missed out on this occasion. A nice concept that took no time luckily but I doubt will be used in game.
After realizing that most textures get vertex painted over I then thought to myself that using grunge maps would be the best way to utilize this process so I decided to make a few grunge maps to be able to be vertex painted over my textures. Below are the two examples. One was done during Easter and two was done during the weekend to be used and ready for Monday.
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To my knowledge these have been used in the game engine to vertex paint the floor and some of the walls/columns created by Dervis the environmental artist. Aside from this I done my team leader roles asking people if they're happy and how they're getting on. The only issue I found this week was Maggie needed help texturing both a Chandelier she made as well as a wall torch. I went in and helped her created both textures as well as showed her some interesting ways of getting the results she wanted. I'm not sure if she made a different variation of the work but showing her how to texture the way she wanted made it a lot easier for her in the long run for other assets she was creating.
I am now souly focusing on creating assets for Dervis as we need them ready for the end of this week. I am going to attempt to create a table, shelving and a candelabra by this time fully UV'd textured and ready for in-game as the textures I've previously done helped Dervis so for now I can go to asset texturing rather than environmental texturing. I will update in the next post.
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