Saturday 27 February 2016

An update.

I am almost done with texturing the environment.
After finishing this is time to go in unity and put all the rest of the part (waterfall, smoke, mist).


I used Quixel Suite 2.0 to make all the textures.
But before I went and created all the textures I had to decide which engine I will use, Unity 5 or UE 4.
Even if I knew that UE 4 is more powerful than Unity 5 when it comes to rendering and you don t need to make too many modification before you get something looking decent, I had some problems with UE 4 when it came to textures and lighting; and after a couple of week of searching for an explanation and speaking with my tutor I decide to go with Unity for this time.

After I was done with choosing the engine, I encountered another problem. The Unity 5 base shader is not that diverse as the UE 4 one. So, I could not have only 1 rock texture and 1 snow texture and blend them together. I had to create individual texture for each rock so that the snow is placed where I wanted it to be.

The next update will be from Unity, hopefully I will have everything done by then.

Monday 8 February 2016

'Taking over the base'



A small update for the Games Art Task.

Just I small update to show the composition/layout of the environment and some of the objects that I already have the normal maps and ao maps.
As you can see I have used all the knowledge that I had got from the tutorials that I found at the beginning, but I still had some problems with some objects.
Like the sides of the stairs, which I already tried to make them a couple of times before I got them right.

While I was making them I looked at different videos, trying to combine them and get the result that I wanted.

Link: https://www.youtube.com/playlist?list=PLW62hxifbe18UVX1N_zqTlrR17j5oM1C3

Link: https://www.youtube.com/watch?v=6PSrQPizlTY


The tree did not give me to much problems. I exported everything combined into ZBrush and used the ZSpheres to build on top of it, so that the tree will go exactly where I wanted it to be.