This blog will follow the production process for our VR Wild West Shooter. We are a team of 4 game design students starting our 3rd year in Uni
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Modular Asset UVs V4 - Grain Direction
I am going to texture the window frames with tileable materials too, but I soon noticed when testing the game in VR that the grain of the wood on my test material was all going in the same direction which looked very unnatural. I decided to edit my UVs further, and tread the shells like planks of wood, facing the direction of the grain. The result is, a tileable material will now now longer make the frame looked like its one coherent piece of wood with the grain flowing in the same direction. It looks a log more natural with grain flowing up and down different parts of the frame.
Modular Assets UVs V3 - More Texel Density issues and solution
The doors for the buildings won't just be textured using one, singular, tileable texture. They have frames, insets and door knobs that will have different colours and textures. Even if I did want to use tileable materials, I faced a new issue with the Texel Density. If I wanted to have a doors UV shells on their own material, matching up them up with the Texel Density of the rest of the assets gave me the results below: Matching up the density and giving the door its own material, in this case, meant I'd waste a lot of UV space, too much to justify having a 2k texture just to match the resolution. Making full use of the UV space of course resulted in inconsistent resolution. The door would now look extremely high res next to the building. Following some research I found a online (JackX570, 2015) which helped towards solving my problem: Using my chequered UV texture I got from google, which by default was 2048 x 2048, I created a photoshop ...
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