Monday, June 3, 2013

Bridge support and further plans




 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:





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