Monday 27 April 2015

Final textures and finishing up

Not managed to post a lot lately due to moving away and starting a new job as previously mentioned. So far I've been tying some loose ends on the project and finishing some texturing work.

I had to redo and optimise some of the earlier textures as we were not using a gloss map. Therefore the diffuse had to be altered slightly and the specular had to have some color information put into it.

I also got round to texturing the rock titan for the second level. I went for dark stone greys and blues in the same style as I had done previously with some extra hi-res detail for the rock. The texture was kept at 2048x2048 because of the size of the titan on screen.


Saturday 21 March 2015

Bear Trap, Jacket, Skeleton

As mentioned before I've been finishing off all my current assets. A couple of these needed new unwraps as I wasn't 100% happy with them.

The bear trap used a lot of similar geometry that could be instanced to save UV space which is essential when the asset's texture will be 512x512.

I also had to bake the high-poly chains onto 2D planes in order to save on the poly-count.

The texturing was very similar to the tankard with the metal. I usually lay down base colours and then work on the edge wear and finally start to add slight differences in colour and a dirt/grime pass.

I also added a little bit of blood to this one as well. I also really bump up the specular to get that nice metal effect.


I also found an interesting solution to getting the gold material on the jacket and crown looking right inside Unity. DDo's export option for cryengine produces a really bright specular map and this seems to work perfectly to get the crown to look really shiny and looking like it's PBR original.

Finally JJ asked if I could texture the skeleton for him, I think I'll slowly transition into a texture artist while I'm away from uni.

I took a lot of reference from bitgem's models and their texturing style, it's quite hard to get all the detail in without a normal map and I'm not 100% happy with the ribs but when viewed at the scale it will be in the game it actually looks fine.


Wednesday 18 March 2015

Texturing

Obviously there hasn't been a post in some time due to FYP. However now that is over work can really begin on AGD.

My schedule is a little messed up due to me joining a game studio in 2 weeks time so I'm currently trying to get as much done as possible.

Currently I'm just going through all my assets and getting them done for next Wednesday.

With no gloss input channel in Unity I've had to make some adjustments to get some of the metals looking right with just a spec map.

The tankard is also pretty much textured, it took a couple attempts to paint the wood how I wanted but using some reference it's started to look a lot better.

My thinking is that I want it to be fairly dirty but not too grimy as a King wouldn't be seen drinking out of a rotten tankard, so I've tried to keep things to a minimum.


There was only one slight issue and that was how to get the dirt build up around the little bits of detail on the metal.

The AO map didn't show up these areas due to the geometry being planes. I therefore put it into Mudbox and painted a mask and simply exported this into photoshop.

Saturday 6 December 2014

Current Gameplay Videos

Our Youtube channel and Facebook page keeps everybody up to date with what we're doing.

Below are our 2 latest gameplay videos:

Royal Rampage - Level 1 - December 2014

Royal Rampage - Level 2 - December 2014

And our Facebook page:
https://www.facebook.com/RoyalRampageGame

Sunday 30 November 2014

Texturing the king

For our presentation we wanted a few textured assets to show off our art style. One of the main ones was obviously the king. I took it up to texturing him but also to try out stylised texture creation inside dDo.

The texture creation process is really easy in this pipeline, the majority of your time is spent on creating your initial maps but also a colour map. The colour map tells dDo which materials to use and uses the colours as masks.

The colour map for the King's coat
After this I had to create my own stylised materials as dDo doesn't have many to play with. One example below is a red material with a hand painted look, this is just created by overlaying masks on top of each other.


I blocked out some colours and got feedback from the team, we went through several versions until we were happy.


Finally here is a beauty shot of the coat and the current WIP render of the King.




Wednesday 26 November 2014

Rock Titan + Presentation

Today I finished unwrapping the Rock Titan, this was a fairly easy task as from the get go I made it very module with only 1 unique piece (the head) the pieces we're then just instanced all over the model.

The model and unwrap are below.



Also we have our presentation next week so I created a little template for the presentation.


Really looking forward to our presentation, with the amount of progress we've made and the amount of gameplay we can show I'm confident we'll look like one of the stronger teams.

Wednesday 19 November 2014

Demo Progression

This week I've been working right towards the demo by finalising the technical document and making it look pretty as well as actually editing the demo together.

I also created a quick logo animation for us to use before any of our videos just to make it look a little more professional.

I edited the demo footage through Adobe Premiere Pro
Link to the logo animation in After Effects:
https://www.youtube.com/watch?v=T9_7kTYwhO8