This week I updated some textures and made some new ones as well. I also made some more assets so that we can start populating the environment more as we are currently using a lot of placeholders.
Textures
This week I worked on an updated texture set for the new high poly target that I made. I was previously told that the resolution for my old texture set looked very low and was told that I could fix this by either checking the UV maps again or using UDIMs. For this particular project I was told that UDIMs would be too big to use and that I should fix the UVs for better resolution.
For this updated version I also made some minor changes to the wood textures as we now have a style guide specifically for texturing wood. Overall I think this version for the target looks much better now.
I also made some texture sets for the bush models. For plant models we decided to use gradients, so I used a different shade of green for the different parts of the bush model. I also made a second version with flowers painted on. I do like how the gradient turned out, however I’m not too happy with the flower version and I think I will try and model some planes and texture them as flowers instead.
Models
This week I modelled a stone pillar for the player to hide behind for the stealth mechanics in the game. Before I started modelling, I gathered some reference images of stone pillars to provide some inspiration for my own stone pillar.
For the stone pillar I used a simple cube and used the multi-cut tool to create some edge loops. I then extended the ends of the pillar and used the extrude tool to create some indents in the pillar. Since a lot of the pillars in the references had symbols carved into them, I decided to include a symbol on my pillar as well. I created another Celtic symbol using the create polygon tool and then used the extrude tool to make it a 3D polygon.
I plan to include indents and cracks in the pillar as well however I plan to do this in Substance Painter instead.
I also worked on the arrow model as I forgot to make it when I was modelling the bow last week. This was very simple to make as I just used a cylinder and then dragged on the middle vertex at the end of the cylinder to create the sharp point of the arrow. I then added a plane and moved the vertices to create a triangle shape for the feathers at the end of the bow. I then scaled the arrow so that it was a better size to go with the bow.