For sprint 4, I got to do more texturing as I got more texture sets from my modeler. It was a little easier because a lot of the models, specifically the concrete models because they all share the same base texture with a little bit of variation between them with things like tiling and stuff. This meant I could save the previous texture I made within painter so future models can use this same texture.
One thing I ran into was the destruction/noise not mapping properly onto the ceiling texture as the noise needed to be on the parts that stickout, rather than on the edges of the models. This wasn't that bad of a fix as I changed the anchor points to not be influenced by the metal edge wear and UV mapped the noise and withering on the actual beams now.
I have been waiting a lot waiting because I need to get UV sets from my modelers to be able to texture with the UV limitations we have. Thankfully I have some things to model as a buffer while I wait.
For sprint 3, I finally got around to texturing one UV set that we needed to do and that was the middle section with the stairs and the concrete pillars. These textures took a lot of time and going back and forth to achieve the similar look to the game. There was a lot of guesswork in what type of material. I first thought it was some sort of marble texture but after looking and talking to others, we decided that it was a very smooth concrete. So in painter, I decided to then approach the concrete pillar first because the other parts would be driving from this texture.
I first applied the basic wet concrete texture and it already yielded pretty good results. It didn't have the roughness details I wanted so I added different roughness maps and masks in order to give it the "dirty" look that is present in the one in the model.
For Sprint 2, I worked more on the prop modeling side for this sprint as the UV sets weren't ready so I worked on the telephone, box, and fire extinguisher model. This revolved very much about looking at the reference within the game and translating that into the model.
The telephone model was a fun model to make and it had me kind of thinking on what is something that I can make something through texturing and something that is on the model itself. The example was the little emergency button on the bottom of the telephone model. So there is a whole button that could have been done through texturing but wouldn't look nice so then I approached in a low poly way and it would look way better. I think this was a nice exercise that helps me in the mindset of future modeling as well because now I can work with my team and wonder about hey, what should be normal textured or what should be on the model.
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