As we are coming to the end of the project, i need to start texturing everything. Well i should have started texturing about 3 weeks ago but anyway. I have been using Quixel for the textures so the quality will be high, however it will up the amount of maps per material. As Quixel exports PBR textures there will be 4 maps for each material, ao, albedo, Normal and specular maps. This isnt a bad thing but i might run out of texture space as we only have a 100 map limit.
For the textures themselves i have been trying to get moss and dirt in the cracks and in between the bricks. The original plan was to use Ewans shader to texture everything. This would save a huge amount of texture space as i would only need 2 - 3 albedo maps for every mesh and paint the moss in myself. However due to time constraints and not understanding what to do with the shader itself i didn't see this as a viable option. I would have loved to use it but i would have simply run out of time. I do like the textures that i have done and think they work well with the normals and the mesh. However everything in the level looks very similar and samey. Hopefully this will be fixed with environmental clutter and the lighting but i will have to see.
----------------------------------------------------------------------------------------------------------------------------------
No comments:
Post a Comment