So here is the bridge support. I decided to try out dDo in
making of the texture. It’s a really nice program, there are still some bugs
and quirks because it’s in beta, however it’s still pretty solid, and saved me
a lot of time during texturing, especially for things like wearing of the
edges, and because a lot of the things are automated it’s easy to quickly try
out different things. I think I will be using this program in the future for texturing
assets, as it makes things much faster and more efficient.
I like the direction
the bridge is going in and decided to make an entire environment for it, and
practice some modularity. That’s the reason why I decided not to texture the
concrete part of the bridge for now as it requires an alpha channel and for
optimization purposes I want that texture shared with other assets that would
also require an alpha such as vegetation and decals. My aim in making the rest
of the environment is make things as modular as possible so there will be a lot
of texture sharing. Here is the list of textures I plan to have for the entire
environment:
-
Bridge support texture: hero asset
-
Concrete (bottom of bridge, walls, rubble)
-
Road pavement
-
Metal (wall plates, miscellaneous assets)
-
Texture with alpha for: broken part of concrete,
broken pavement, vegetation, decals.
- Glass elements (for windows)
- Miscellaneous (signs etc.)
Also textures to be used in UDK for vertex blending:
-
Rust
-
Paint
-
dirt
My aim is to finish this project by next week Wednesday,
which gives me a week and a few days to polish up the scene. As inspiration I
would be using the first concept that I posted, however I am not going to make
the scene looking exactly like the concept, the concept is more of the idea,
however I will be improvising as I go to make the scene look unique.
Here are the textures of the bridge support:
Here are the textures of the bridge support:
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