Saturday, 15 February 2014

Textures, Flooring, Walls and Bottles!


I created the diffuse map for the door, mainly focusing on the front and imported it into UDK just to see how it was looking and I am really happy with how its turning out. I think I will need to remove the grunge and add that in as a decal.
While in UDK I decided to mess about with the colour of the bottles to give it a bit of variety and hopefully make it look like there's a few different bottles instead of just the one.


I also created the final bits of the wall. The walls are finally complete. Now onto textures.  

 When looking around the level I noticed there was a lighting error on the wall with the small window cut out.  I will have to go back and check the lightmap on this asset.

I was testing out flooring by putting the top flooring onto the ground floor, I was trying to get a sense of how its going to look over all.


 A similar kind of flooring will look fine however I think it defiantly needs more variation. Currently I am not sure if I should use the same mesh to save time and re-jig the texture a bit and of course ill need to create an extra mesh for underneath the stairs. It would most defiantly save time! I might have to widen them a little to cover the door frame, either that or make a step of stone. I think this will be a bit better, add a bit of variety into the scene colour wise too.


Flipping the mesh around works very well I think, it helps to give variation from the top floor having the planks on the opposite plane as them. I need to add one of the planks on a separate mesh to fill in the area by the fireplace, this shouldn't be too much of a big deal because of the mesh already being unwrapped. Ill just need to snap the edges to one already unwrapped.


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