Wednesday, April 1, 2020

3D Reflection 41 - Making improvements to textures

I decided that my floor texture could be improved by adding an alabster
 edge and lightening the tiles, as well as making them smaller to appear more natural.



I was very happy with the alabaster edge as it makes a more refined edge and makes the join between the main room floor and l room floor smoother.



I tried vertex painting dust onto the floor but I struggled to make this work despite looking at tutorials online. I will make it into a stretch goal.




I found that result of my floor improvements was a much cleaner and more interesting design, without being too noisy.


I removed the gold silhouettes from the canopic chest as I decided I preferred the appearance without them.


I also lightened the saturation of the sandstone objects, like the dressings, as it was too saturated and appeared almost stylised in colour from the saturation previously. Ancient egyptian paint was more of a matte wash rather than solid saturated fill.



One other thing that bothered me was how pixelated the lotus design looked on the pond. I changed it so that they were engraved as this looked better overall, and more like a waterside piece of architecture.



The gold trim height was reduced on the dressing textures as I thought that it was too obnoxiously gold and stuck out too much, taking away from the surrounding paint.




I replaced this gold trim on the wall dressing with lines of coloured paint instead, as the gold trim did not look great in engine surrounded by other objects with gold trims.



Reducing the saturation made the overal appearance of the building assets much more true to historical sources, of bright sandstone and rich paintings on the stone. I thught this would help to contrast against the accumulated mess of the Egyptian palace that has seen an invasion.



I replaced the lapis floor of the pond with blue bricks instead, as it would look more interesting with the water shader placed above. The lapis floor looked too much like water when placed in the pond and so would look strange with the water shader on top. 




I went into substance painter to fix the tiling of the tree bark, as it did not tile proerly. I fixed this by adjusting the uvs, and flattening the UV island better. I also multiplied the tile number in Designer, and the result was a well tiled tree trunk. I changed the size of the bark too as the bark pieces were too big before.



I also got rid of the doors, and decided that the new starting point of my level would be the corridor, where I could block the end with fallen columns or similar. This would make the level more linear and like a dungeon crawler.


In 3DsMax I made some copies of the flat wall that I could export and texture, so that I could have multiple textures for the same UVs. I ended up with five different flat walls, one panelled wall, one door wall, and one hollowed wall.


I also made the second floor type that I talked about in a previous post, specifically for the L room. This would just be a plain sandstone brick flooring, and would be a bit darker in tone for contrast against the cleaner more fancy floor of the hero asset room.





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