Thursday 28 January 2010

UV unwraps and textures

These are the UV layouts for the spaceship and the tomb. the textures that i will use on the spaceship will be saved out as 2048 by 2048, while the textures for the tomb will be saved 1024 by 1024. the marble columns will be tileable 1024 by 1024, while the bronze plated areas of the column will be 512 by 512, as they are a smaller area on the model. The uv unwraps are done using Roadkill. to unwrap the models, they must first be saved as .obj to be opened in roadkill. the textures themselves are first created as .psd files, but are saved into the .dds format, as DXT 5 ARGB.


Wednesday 27 January 2010

Spaceship Rethought


After having searched through a bunch of arctic tiger stripes, it occurred to me that the texture of the spaceship will be symmetrical, which while seeming the correct pattern, could result in destroying the whole camouflage effect entirely. If this occurs, i will keep the arctic theme, and use painted metals instead, using shades of grays and blues mixed to try and keep to the original idea of camouflage. This also means that around the different heights of panels, weathering effects such as peeling paint and rust will become more noticeable.

Another idea i have come up with for my 3D environment is having slate on the floors. i had considered using limestone, as it has a similar appearance to slate, being naturally uneven where the rock has formed, however slate gives me more creativity to use within my environment, as it is naturally available in more erratic colours such as purple, green and cyan, whereas limestone is found more regularly in dark grays, yellows and browns. Slate, similar to granite will sometimes have highly noticeable veins of quartz running through it, which could be an addition to the texture for the floor of my environment. this would mean i would have to increase the specularity of some areas of the floor to reflect the fact there is a quartz vein there.

Spaceship Idea



For the space ship model, im going give it an arctic theme. i may possibly use tiger-stripe camouflage on parts of the model, as i would prefer it to look more military themed then as if it was created for the public. i could recreate a camoflague pattern using the colours i want to camoflague in a cloud filter and then using repeated sponge filters until it achieves the effect i desire. the only problem with using the sponge filter however is that it might stray from tiger stripe camoflague.

Another note for the columns, as they have a square base and top to the cylinders that are the main pillars, i want the edges of the squares to have bronze plating, just to pick out the squares and give the effect of more detail, and to differentiate between the pillar and the top/base marble. It also gives me the opportunity to add in some extra effects like oxidization on the bronze plating. i could achieve this effect of oxidization by creating a new layer where i can paint on the detail with a rust brush, then i can change the layer settings to perhaps overlay or multiply so it blends with the layers behind properly.

Thursday 21 January 2010

Marble Columns and Stone Surroundings

I am going to use a deep blue or purple coloured marble effect for the columns of my environment. these will naturally have to have a high specularity level, to show the effect of being a polished marble column. I will add in an illumination map to the marble veins, to give it the effect of being slightly magical. one way i could go about this is by desaturing the diffuse map with the veins in the marble, and increasing the brightness/contrast to achieve a grayscale map of the veins which i can use for the illumination map. i can then also change the hue and saturation of the image if i want to use an illumination colour map to alter the colour the veins emit is different, which would further increase the unnatural look of the columns. for creating the veins, i could use a mixture of black and white clouds and difference clouds, and then i could alter the levels to increase the contrast between the lines that difference clouds will leave, without it becoming too sharp around the edges.

Originally, i had intended to texture the columns with a stone texture, something similar to that of a mid tone, gray granite, however because the columns were to be closer towards the center of the environment, and as such would be focused on more, i wanted them to be more imposing. I still like the idea of the granite textures though, and instead i want to use them on the walls of the environment, which is one area i was struggling to generate ideas for that made them unique to the rest of the environment. using granite on the walls will also be a boon, as it allows for room to add more detail to the environment, such as water erosion or moss growing in the corners of the environment. i can also combine some of the detail with normal maps to give the effect of scratches and cracks in the granite slabs. there could also be ruts within the walls where the granite has been carved out in large rectangular slabs.

Friday 15 January 2010

crate


thinking of texturing my crate so it looks like some kind of tomb, or stone chest.
thought about this earlier when i was going past a bunch of ivy covering a wall, thought it would look cool around the corners of the crate. will have to make a normal map using xnormal plugin in photoshop to make it so the ivy seems like its more natural, but keep the specularity of it slightly up so the leaves have a waxy effect, with slightly lighter around the paler green veins, and the edges of the leaves. i imagine the tomb itself being used mainly in a fantasy setting, however, it could be transferred quite easily to something like a modern day setting, having to raid an old historic landmark. a similar effect i could do with this is rather than ivy, have algae or moss in its place. this would look more realistic, as if the tomb has been kept in a dark, damp area such as a cave or an old forgotten dungeon, there would not be a large amount of light for the ivy to grow, so moss would grow over it instead if it was wet. i could achieve this with a simple overlay or multiply layer of green grunge brush patterns, but they would have to appear as if they were angled so that water had been dripping down it. this would be done easily by changing the angle of the brush under the brush presets tab.
i also think that the tomb itself could have some kind of engraving or inscription on the top of it. this could be done with a normal map, so that either there was a plaque being raised out of the tomb with writing on it, or the words were actually etched into the stone. this could also give me the opportunity to add in extra weathering onto it and make it look even more worn, with oxidization on the plaque or scratches around the engraving, like where the stone cutters have missed or done it incorrectly.