I started by texturing my props, so that I could prepare to make an asset zoo and to visualise the outcome of my level better.
I made an alpha stamp in photoshop, which I imported into substance painter after applying my base linen texture. I designed the pattern based off of ancient egyptian lotus pattern, and tiled it using offset. I then put it into substance painter, and applied a light gold sheen onto the fabric, similar to the skirt of the pharaoh.
I then started texturing a group of assets on the same UV sheet, beginnig with the brick. I used the plain sandstone texture I made in Substance designer.
I checked how the brick looked in different lighting, particularly the crevices and cracks of the sandstone.
The next object I textured was a lapis lazuli and gold vase. I made the lapis using the corroded bronze smart material as a base, and did a lot of editing to achieve the correct appearance. I added a warp filter for a wavy shiny surface effect, and added metallic grunge and lighter blue areas. This matched my reference of lapis lazuli stone well.
I then used alpha stamps to create engraved areas. I used my trims I made as an edging on the gold. I also stamped in some lotus flower designs that I drew in photoshop.
Next I created a ceramic material. I wanted to go for a terracotta colour as I saw in some of my reference images for ancient egyptian pots. I then did some engraving using my alpha stamps, tken from my own drawings and book of the dead illustrations. These would be placed in the L room so such engravings would be suitable.
I then added matte paint, in traditional ancient egyptian colours.
The next object I textured was rhe papyrus. I used two different shades of green, one for the stem and one for the leaves, as well as a brownish yellow gradient in the centre where the leaves meet. I used my own papyrus plant in real life as reference.
The table was the most complex of this set of meshes to texture. I wanted to display the beauty of ancient egyptian furniture, as well as the lavish detail and good craftmanship these tables had, using expensive materials. I made a mahogany wood grain, starting with a base wooden texture. I adjusted the colours to acheive a reddish hue. I then made painted black table legs, and started applying gold paint. I used my trims again to make gold edges, as well as using more images of ancient egyptian life from historical sources and my own illustrations.
I then added a lapis lazuli top to the table, using the smart material I created for the vase. I decreased the amount of warp, however, as I found it was too much and took away from the rest of the texture and decoration.
The next object I textured was a blue egyptian lotus. This would be placed in the pond. I found this easy to texture as it was mostly repeated UVs. I used subtle gradients to achieve the appearance of realistic petals, and in the centre I added a mottled height brush stroke to indicate anthers (the little sticking up bits in the centre of flowers).
The next objects were cushions, that I created using a slightly different linen material, and using creases that were set up in a smart material preset by substance. I changed it a lot however, and found that the creases looked better and more realistic once I adjusted them to fit the cushion.
I then added my lotus alphas in a subtle gold colour as decoration.
I did the same for the other cushion, but used square alphas for an arranged design in the centre of the cushion.
For the next group of textures, I started by applying sandstone to the rounded ceiling cap for the L room, and applied gold paint over the top. I then stamped in hieroglyphs, again taken from the book of the dead. A trim was added that would match the rest of the L room ceiling trimsheet texture.
This is the trim texture I used, that I made in photoshop.
Next the ceiling lattice was painted, using the same mohogany texture as the table for continuity.
The granite texture that I made for the osiris statue was also used for the tombs. I moved the dust around and baked so it bound to crevices.
I placed some more interesting texture on top, using more alphas with parts of the book of the dead.
I also stamped drawings of osiris and his name written in hieroglyphs along the sides of the tomb.
I fixed a baking issue I had where the AO influenced all the objects one object overlapped with. I solved this by applying IDs to each object and then baked. The issue was solved by doing this.
I created a new material for the canopic chest - alabaster, which is similar to marble but more peachy in colour. I crafted it by changing the marble base material and the grunge patterns to achieve the effect I wanted.
I also applied the granite texture along the top and bottom parts, and stamped text and patterns on.
I created an alpha of a silhouette of Isis, a goddess guardian found on the chest for canopic jars in the 18th dynasty of ancient egypt. I may adjust this detail though, as I am not too happy with how it looks on the chest.
The next groupd of textures was primarily made of architectural trims. I applied matte paint to all of them in typically ancient egyptian colours, and added details using my designed alphas.
Once again, I wasn't too sure about a detail, the gold trim running down the wall dressing. I might go back and change this.
I liked how one of my trim alphas fit well with the door dressing, it complimentted the flared shape of it well.
I decorated it with gold circles and a coloured and gold trim on top.
A new group of textures started with he pot of papyrus. In hindsignt, I should have used the same papyrus UVs as the previous one to avoid having to retexture these ones, but using the same process didn't take long. I also sued the same ceramic pot texture that I made for the vases. This time I stamped it with images of the nile god Hapi, which suited the courtyard room theme with the water and plants. As well as this, papyrus was commonly found in the nile river.
I used height for the alphas to make the illustrations more prominent.
I textured the soil by layering grunges and using different types of brush and roughness values.
The window dressing was straightforward as it used the same linen texture as my cushions, and gold threaded trim.
The ceiling texture was applied in substance painter and the trim edited and coloured. As the UVs tile the paint continues onto the top of the ceiling, but this doesn't matter as it won't be visible in game.
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