The statue is what I'll show first as I've got it finished and game ready (also in engine). The statue is based off what a simple marble statue would look like with added grime. The UV layout allowed for me to be able to use generators correctly (edge wear) and add in dirt to the necessary parts of the clothing where the dirt would normally sit. The marble was the texture I created in designer shown below.
Aside from that, here it is attached to the statue alongside a concrete dirt generator (concrete material) and the metal material I made in designer used for the edge wear whilst having a lighter tone to it to make it look like the inside of the marble. Although this doesn't necessarily make sense to have the inside of marble this way, it looks like it's been damaged and rubbed upon thus making this outcome feasible.
Aside from this, the texturing is going well. The candelabra is completed and in-game ready. Shown below is the final product of it in substance alongside the textures used on it in 512x512 due to it not being a main asset.
During this period of texturing I managed to get a few other bits textured from our asset artist and had the time spare (due to being in uni without my maya file) to texture these assets quickly in a 1024k resolution size. The reason the model changed was to make it look more realistic as well as save some geometry as there's going to be a lot of them.
The chest on the other hand has my pre-made material from designer (Metal_Scratched) and then the same woods from these to make it seem as if the wood these are made from are from the same tree.
Wood material:
Metal material:
Updated material:
This updated material is used for another part of the level, the cushion on the floor for the prayer stands. As you can tell it was the re-used texture from the cloth patterns.
Then comes the final piece, the material for the roof. This was a mosaic piece that is to be used either on a tillable pattern or by itself. Images below show the workings and the texture.

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