UV unwrapping on the finished and designed level is done! and I started texturing it.
At first I thought I could use substances, like the ones our tutor (Lee Simpson) showed us in semester 2Substance materials are textures generated by an algorithm. Until recently those textured would be limited to the quality of "Checker" in Maya, or Filter "Clouds" in Photoshop or Noise in Maya. Now with new innovating technology programmers can create all sorts of customizable textures. I.E. Brick wall with dirt on it.
In the image below you can see how a substance looks like from the viewport of Maya.
Now let's take this and implement it on the basics of texturing: Applying it to the UV layout. This is a very draft version of the texture. I wanted to take a look on how it would look like rather that how pretty it looks.
We want the game to have a cell-shaded touch to it, sort of like El Shaddai (Xbox 360 game) and using substance means that it would be too realistic. Furthermore the art style between the environment would clash with the art style of the well done texturing of Caruso himself and of the enemies. So in order to fix this I start of texturing in Photoshop only using filters I try to make a look like El Shaddai's awesome, minimalist art style.
And here is how it should look like!
And here is how it should look like!
Cullan wanted some changes in the color palette, nothing hard but his idea was correct since I feel it works better than the generic "grass/rock"
This is the teleporter that teleports Caruso from the First to the Second part of the level. alongside with an island.
Cullan and myself decided to halt my texturing for this week and focus on some animations for the enemies. It is indeed a good plan of action considering the time we have left.
In the end, after some of my experimentation, Nell did the texturing, this was the plan from the beginning I just wanted to give it a go!
No comments:
Post a Comment
Note: only a member of this blog may post a comment.