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BA2b (Project 2) - Week 4 Summary

  • Writer: charlightart
    charlightart
  • Apr 7, 2016
  • 4 min read

Jobs and Roles for this Week

Charlotte (Myself): Texture house, sign post, shield, barrels Natalia: Rock textures, Mushroom, Goblin Assets,

Jack: Stone slabs, fire place, shield, standing stones, path items

Billy: Goblins, crossbow, standing stones, environment concepts

Johan: Level Design, sounds, mechanics, blueprints

Naming the Game

Word Idea Generation:

(With Billy and Johan 7th April) - Adventure - Defender - Action - Journey - Guardian - Protector - Champion - Campaign - Exploration - Expedition - Odyssey - Pilgrimage - Patrol - Wayfarer - Range - Tales - Nomad - Vagrant - Roamer - Story - Fables

Full Title Ideas:

- The Directors Cut - The Directors Edition - The Directors Story - Directors Fable

- Action Fables - The Wayfarer

Final Game Name Decision

(With the whole group) - The Directors Cut

My Concept Art/ Texturing and Process:

(House) Roof/Tile Texturing:

Problem 1:

After downloading Jacks UV's and model which was ready for me to texture, I noticed how not all the tiles were lined up together. I knew that this would be incredibly difficult to texture, especially blending in the colours and making sure they matched on the separate UV parts. So I brought this issue up to Jack and he agreed that they should be changed to make it quicker and easier for me to texture.

This issue was also unfortunately the case with the window textures too, where the tiles were in different places/directions on the UV. Jack also agreed to change this one too.

Here are the finished example UV's for the roof tiles, which now look much better and will be easier for me to texture. I'm really impressed with how quickly Jack completed this as he was on it right after I mentioned the issue.

Roof Tile Renders - Part 1

This is part one of my tile texturing, I will be writing more about them when the house is completely finished however I thought I would share my progress from this week.

House Texturing:

Part 2:

I started texturing the house this week, however stopped midway through because there were other higher priority assets that needed to be textured. I also felt like I was spending too long on it and taking a break would be good so I could come back to it next week.

I finished most of the base textures though, and will just need to adjust and update them.

These are a few screenshots I took within the game to test how the colours would look. Most of them seem fine, however I will darken the roof tiles a bit as well as the wood.

I will write more about the overall house when I have the finished maps uploaded next week.

Work In Progress Diffuse Maps

Sign Post Texturing:

Jacks Untextured Model:

Jacks Model with my final texturing:

My Diffuse Maps:

Strengths:

- Concept Likeness: I'm super impressed with how identical the finished model looks like in comparison with the concept, it looks like the model just jumped out from my painting!

- Saving Time: Instead of completely painting new wood and metal textures for the UV's, I copied them from my concept to save time.

- Metal Texturing: I understand that I have a lot to improve on when it comes to drawing materials, however I personally really like the metal texturing I did for this sign post. It has a very World of Warcraft - Warlords of Draenor feel which is what I was aiming for. Weaknesses / Improvements:

- Time Taken to Create: I didn't expect this texture to take as long as it did, even though I was copying the wood from my concept art. There were many tweaks I had to make, especially regarding the metal so the highlights were in the right places. I believe this is just a matter of practice and getting faster with editing to improve.

- Following the UVs: Aesthetically, the only thing I'm not too happy with is the part at the bottom with the metal circles. I found it quite difficult to texture as the UVs were split up and not together, but this wasn't a major issue as the bottom of the signpost will be in the ground anyway. (Hence why I didn't ask Jack to alter it)

Shield Texturing:

Jacks Untextured Model:

Jacks 3D with my texturing:

My Diffuse Map:

Strengths:

- Learning from Previous Texturing: Last week I mentioned how I wanted to add more colour variation within my work, and I've started to do so by adding some brown shades to the metal (almost rust-like). It's not much but I have definitely been thinking about it a lot and I still feel it enhances my work.

- Overall Aesthetic: Despite the fact I'm not too happy with the metal texturing, I still think overall the shield looks very cool and I like how the renders turned out.

- Strap Texturing: Surprisingly I had a lot of fun texturing the leather straps and making them more stylised with the highlights. I really didn't want to give them a solid colour as the shield would be so close to the player, and think adding the extra detail really paid off for visual impact. Weaknesses / Improvements:

- Time Taken to Create: Just like the sign post, this asset took longer than expected. Not as long as the sign post but still a while, especially as I had trouble with drawing the metal parts. Next week I will need to get quicker when texturing so I will make sure I practice a lot.

- Metal Texturing: Unlike the sign post, the one thing which sticks out to me is how odd the metal looks in some places. I'm really trying to look at Blizzard's way of texturing and taking inspiration from it, however it's not easy and I'm constantly a bit frustrated with how it doesn't look the way I want it. I believe this is just a matter of practising, and I'm sure throughout this project I will be drawing some more metal; so hopefully I can learn from this.

 
 
 

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