For this week we really got into fishing our creatures and finalising our blocking for our final piece. For this the tutor went over some key things we could do after we got the rendered shot such as using photoshop to edit and paint over some details as that’s how most game concept artists would do their work in the actual pipeline. Typically, this would be in the visual blue print stage of the project and would typical be just some basic shapes of which int he sketching phase of the project you can test out some more experimental styles and see if it were to actually work as a location. 

 

 

For my creatures progress I finally moved into the texturing phase of the project where I stared off by doing the main body by adding an abundant and colour space map so that the crevasses and colours would be richer in places. Form there I used the stamp tool and my alpha I made for the sculpting stage to create this ripple pattern on the creators body. From here I created an emissive channel and an anchor on the material, then I created another material and set it to cavity and changed the level so that it only effected the stamp, so it looked like the ripples were glowing. I really like this touch due to it one matching my original concept and overall giving it this mysterious feel to it.

 

As the moss patches throughout the creature were an extract form the main body they needed to be textured separately. For this I found a moss base texture within the substance library of which I used as a base for moss and texture painted over it so I could still have the base texture but overall, more control over how it would look. I do think I need to go back and to the original one again as I refined my process for this closer to the last few extracts and they do look a bit different from each other but I’m happy with how it looks at the moment as well as the flowers but the first on is a bit big and has a different texturing process on same colours but just done in a way that I can’t help but notice. 

 

 

 

The bib on the other hand posed some problems as in the baking texture stage a few dark patches appeared on the texture. I do have to say I like what they add to the bib and most of them are in places you wouldn’t really see them, but I am looking into how to fix this in case they appear on anything else. For the decal on the bib though I used some stencils from the substance library and a few of their brushes to create this deal. I do think the water droplet is a bit took clean compared to the flower pattern but there’s always time to go back and re do it as they should be on separate layers.  

 

On reflection I’m mostly pleased with how the textures turned out but with the little dots on the bib and some extracts not really lining up with one and other its create this imbalance within the creature. I do think I need to get all of my textures into unreal first to see how they mesh before making any big changes as each of them are still separate from each other at this point so having a visual of them would be a good start. Though i really do like how the main body turns out because at the start I thought I was going to have to change it, but they colour of the rock really works and is going to help any greens and or blues pop that bit more. 

 

https://www.ixiegaming.com/blog/navigating-the-game-art-production-pipeline/  

 

https://80.lv/articles/creature-character-art-pipeline  

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