Texturing
Today I have been somewhat texturing my assets to be put inside the cave. I have used textures from http://www.textures.com/, all the textures I have used are royalty free. I would have liked to have tried making my own textures but I didn't get very far when I tried that for another project. So based on that and the fact that I am struggling with Unreal for this project, I decided to take my textures from a free online source and edit them to my needs to show that I am not just simply using someone else's textures but I am editing them to fit into my environment based on my own style and preferences.
Dagger Blade
UV Template
Below are my UVs for the blade of my dagger, the reason I have split up the blade from the handle is because They are two separate materials altogether and I thought it would be easier having their UVs split. This unwrapping may not be the prettiest but I prefer to unwrap using mainly planar mapping so at least the texture won't be stretched, I then think about how I can place the asset in such a way that it hides any seams. In this case, there really isn't a seam and it definitely wouldn't be noticeable under the cave lighting conditions.
Base Texture
This base texture was simply placed over my UVs in Photoshop.
Colour Overlay
I placed a layer on top then made it an overlay with a dark colour as my base colour, this darkened the overall original texture giving me the results below. This mimics the refined stones often found with stone age tools more.
Base Texture - Rope
This is the base texture for the rope now, The stone is attached to the handle using some rope.
Colour Overlay
I have used another overlay to get a better age to it to make it look more used and functional.
Dagger Handle
UV Template
I decided to make the UV's for the handle separate since I would be using a different material altogether from the blade.
Base Texture
This is my base texture, it is a bit too light as it is...
Colour Overlay
...so I applied an overlay to it to give it a more aged look.
Textures Applied
I could perhaps change the length of the handle, it feels too long.
My intention is to add more age to my models by adding scruffs to the textures. I am going to do this for all my assets to add age but to also to try and put in the effort so I haven't just used someone else's texture, I want to make it my own as much as possible and only use it as the foundation for my texture.
Horn
UV Template
I used cylindrical mapping for this horn. Pretty basic but effective. My way around the seams is to simply place the objects in my scene with the seam facing away from the player. These assets won't be able to move so the seam will forever be hidden.
Base Texture
My simple base texture.
Colour Overlay
Yellow overlay...
Detail
Here I added some finer detail using a textured brush, this was to try and create a more worn out look.
For the final asset I would like to add more age to it by adding some cracks, I'm not sure if i can achieve this with a normal map or not.
Paint Pot
UV Template
UVs all set out and looking beautiful...I think, I suppose it's subjective.
Base Texture
Base Texture...
Colour Overlay
Overlay to change the type of rock it is.
Im not too fussed about this, it is going to be really dark, so in terms of the final environment it lack of finesse is that bad. I would rather focus my attentions on building the cave to the best of my abilities. I also need to add some paint/blood to the texture since this is the paint pot used to make the cave paintings (but the paint on the walls is actually blood remember).
Spear
UV Template
Base Texture
Simple Base texture...
Colour Overlay
This is another overlay.
Detail
A Bloody Mess...Here I have added some blood stains to add more history to this spear.
Waste of time?
It's going to be really dark, I don't want to add much more detail to these assets because of the lighting conditions they will actually be seen under.
Summary
I am not going to spend much time on these assets so I can focus more on getting my actual cave complete with the cave painting decals.




















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