Monday, October 29, 2012

My second environment. Never expected applying tiles to be difficult in objects that tapers. The objects that has a corner was also challenging, depending what the texture is

Sunday, October 28, 2012

Just worked on more assets for my first env. I first made tileable textures and reuse them for most of my assets. No grunge yet. I'll do it probably once I finish texturing everything. Still needs more work of course.

Thursday, October 25, 2012

Please ignore the ugly texture. I just needed textures real quick to test my udk mat. So, I was thinking, rather than creating multiple unique texture maps for my objects, why not use the same tileable textures for objects with the same material: wood, metal, etc. This will save me a lot in terms of texture budget. I have map that depending which channel you connect it to upon Lerping, the textures will only appear on the area. Cons: I find that I'm using more polys to align my uvs based on my texture. It seems flat, especially on a wall surface. There should be a contour or sort on the edges that lets you know it is its own area (marked by the red line). I might have to use an AO maybe? Or just darken the edges in photoshop. Pros: Saves a lot of texture map. I can control the tiling much better. Reusable for other objects


Monday, October 22, 2012

Just did more uving on my assets. I also redid some of my models based on the feedback. I really don't like the tongue.

Friday, October 19, 2012

All these things are from one 1024 by 512 texture map. I was going to have them in different texture map but I thought that I could just optimized them. As a result, putting the details proved to be much more difficult, and they turned to be much low res. I can barely show any details other than their actual color. I just used the Photoshop Fiber filter to add some sort of surface detail. I didn't like the fact that it didn't tiled vertically.