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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