The sandstone was straightforward in design but I had much uncertainty when making it, despite closely following reference. At first the grouting was too far apart and too dark, so I decided to make more shallow grouting. I tried to match the texture and colour more closely to my other team mates' sandstone texture for continuity.
I made a variation of the sandstone texture by getting rid of the brick pattern to make a plain sandstone. I could use this for damage effects and any other objects that I did not want brick patterns on.
The next texture I produced was the palm tree bark. This was a very challenging texture for me as I found very little tutorial materials, and so I had to learn as I went along. I was actually very pleased with the final texture however, as I managed to achieve the unique shape of Oasis palm tree bark and the stringy fibres between each piece of bark.
The next challenge was the trim sheets. I produced a variety of masks that I could use taken from Ancient Egyptian hieroglyphs of daily and royal life, and the book of the dead.
Using the same technique, I created a starred ancient egyptian chapel ceiling and trim on the bottom part. I added to this in Substance Painter.
I also made a sandstone floor texture, which I would use on the corner and edge pieces in the courtyard. I found that it was a lot darker compared to the other sandstone texture for the wall, and so I fixed this issue by adjusting the values.
I baked my high poly statue to the low poly retop and began crafting texture in Substance painter using masking and creating generators. I managed to create a semi-polished black speckled granite texture, with dust settled in the crevices and areas of surface damage. Once I made this granite material, I exported it as a smart material, so that I msay use it on other objects like the tombs.
I then added a gold layer onto the eyes to make them stand out.
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