Monday, 7 March 2016

Statue Sign

 This is a stand on which the stature will be placed upon, the sign is made of marble texture and is covered in dirt and mud like the rest of the battle arena, it also has damage marks and scratches.
the sign text is gold plated and it says "in memory of our leader, never forgotten" this is a simple text and can be applied to any dictator-like character in Middle-eastern region praised by his people.

Thursday, 10 December 2015

Texturing C4 easter-egg





Fully Hand Drawn textures for C4 Easter-egg from Counter Strike (inspiration for the map aesthetics and design)







I started of by putting "coats" of layers on the bottom and gradually adding more and more tones to then add details. I used an image for reference of the original C4 used in iconic shooter Counter Strike.



using a palate I was able to save most important tones and reuse them for different Faces I had to texture.


to make the texture I was using special rendering brushes and adjusting the layer settings to create different effects and slowly bringing depth into the object.




Image of the UV editor in Maya 2016





Using a different, sharper brush I was adding more detail in the 4th coat (coat being a folder with layers) using the smudge tool I'd blend the texture to create depth.





















I would preview the progress in the engine I'd find imperfections to fix and to see if the whole thing is coming up well.





















using less layer opacity and harder brushes and darker tones I'd add details to folding and edges.



Complete texture in Photoshop, exported as simple JPEG and added to the 3 C4 assets hidden around the map.
























final texture on the asset on the Battle Arena.










































































REFERENCES


BLOG URL https://www.blogbooker.com/blogger.php



References






Walking Simulator- Dream:Maze Sequence

Dream

the maze sequence




Dream is a bizarre game that puts player in different dream inspired locations where they have to pass through to progress, the game's genre changes as rapidly as a dream can, from a puzzler turning into a horror experience. Players must find and jump though worm holes in order to get though different sequences in order to finally wake up, with a plot twisting ending.

Maze features animated levers with sounds when activated
triggered events
easter-egg
Collision sounds with the hedges
and other animated events that work as game mechanics such as simple mushrooms shrinking when walked by to show locations player already passed through.

the game also has spaceships, yes.





Making BattleArena buildings and props









Texturing my Battle Arena

here are some screenshots of the texturing progress which brought the boring greybox to life.


UV Editor

Using UV editor I was able to position all the Shells (faces) of the object the way I wanted so they are easier to texture, for example placing walls that will have same colour texture next to each other.
after I had all the faces positioned in the right order I could bake the texture and the ambient for high quality textures and import them into Photoshop.

Texturing





















After setting all the images in my preferred layout, low opacity UV_Snap on top, Ambient texture under and the texture images in separate folder where I could duplicate them in to my working folder where I'd often use stump tool to mix textures and make unique variations of each walls so they all look different.



I textured every part of every building by hand using brushes and stump tool as well as cutting up textures, re-sizing them and adjusting different layer settings to make new details.




This is an example of half finished texture that I'd apply to a model in Unity engine to check if all walls and details looked right, when I saw that it needed adjustments I'd edit it more, else I'd proceed to add details like graffiti and dirt marks.






Finished texture on a model rendered in Unity engine.


Many textures were drawn by hand using brush tools, for example this window texture has the glass section drawn by hand on multiple layers to make a illusion of depth and glass gloss and dirt.
(I made multiple textures for this objects to add variety, some included curtains and more dirt)


this is an example of the dirt effect effect which I made using 3 layers set to 20% opacity and a special rendering brush which I also adjusted to suite my needs.



Some textures like the main building being a Mosque or some type of Historical architecture where created using many different textures applied on top of each other and adjusted with stump tool and other colour adjustment tools to create unique patterns that'd fit the style of the building.




Texture for the front of the "Mosque" (half finished)









Texture of the back part of the building. (also not finished, used to test when previewing the texture in Unity to see imperfections)

showcase

Mosque

Market
Van (without normal map)











View from ramp













This is my first ever map created in 3D as well as first ever experience with texturing and modeling; but also using a Game Engine.















Monday, 7 December 2015

Column

Column made by mirroring geometry (images missing).
Column was made by manipulating vertices and extruding the shape to form the shape half way. After applying mirror geometry function and setting up the Axis  the column was complete and ready to texture.

OneSheet for DREAM