Sunday, 26 October 2014

Update 26th



Update 26th October
It’s been a while now, so it means that I can update with a larger amount of information.
At the moment I’ve been focusing on trying to complete the environment with as little unique textures as possible so that I can have a more modular texture set. Looking at Tor Frick’s technique of creating modular textures, he uses strips of the texture within a 512 by 1024 (or the other way round) and revolves the scene around them. While I have been trying to replicate the process within the unreal engine, there are some elements which need to be unique, for example the sink in the kitchen aria. However I do believe that for the next environment I shall try to replicate the process more efficiently, as well as combine the grayscale texture for roughness and metelness into one single RGB texture to save on texture memory within the game engine.

I have also been looking at other peoples techniques on Polycount and have realized that it is more efficient to work on one object at a time until completed until detailed. I shall try this technique out and see if it works for me in terms of productivity. If does I shall move towards that workflow, and continue with that.
At the moment the scene has a moving TV, windows, walls, tables, re-furnished kitchen, and shower base. Right now I am going to furnish out the Kitchen aria completely, then move into the shower section to flesh out the place, and so on. After which I shall decide on the next aria to move into.

Here are the screenshot so far of the place.





the Radiator will need to be rescaled but that can be done within the editor.


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