Sunday, 18 April 2021

Base Materials

 18/04/21 - Week 28

I mainly focused on creating the main base materials this week. I chose to only create some of the main more unique textures I would be using in designer as I felt the stylised aspect would be easier to achieve than realistic is in painter.
I did some research on each material I was creating, mainly looking at stylised games such as overwatch to try to mimic some of the stylistic elements they have in their materials. One of the main things I noticed was the lack of microdetail, which isn't what I am used to, and the more rounded and enlarged details to create some variation. Here in my plaster I have done this by making some varied circular indents into the plaster to make it look worn down, but as you can see it is not too in your face though still descriptive. This is exactly what I wanted and this material in particular is probably my favourite. The plaster will mainly be used on the walls.

This is also the approach I took with the chipped paint, though a little more worn and including the pattern chipped paint makes to show what it is. I plan for this material to be used on the cupboard doors in the kitchen.


I then moved on to the stone textures, still taking into account the previous research I had done. In research for the floor tiles for the kitchen, I found a way of adding some dirt by using a node called height blend. The tutorial was using this as a stylised dirt for outside tiles, but since I want my area to be inside and also have some grass growth between the cracks, I decided to add a more grimy-plant like green tint to it which I think works quite well though I think it will end up looking better in context.


I also used this method previously mentioned to create the same sort of effect on the stone bricks, I will be using this texture for the floor in the armour room and I think also the large window arch. I made this one a more leafy shape which I really like, it definitely plays into the cartoonish feel I am creating here with the shape of the cracks and chips in the bricks and tiles - these created by slope blur which is also a new method that really helped me here.


Now I have completed these I can go on to start texturing in substance painter a long with my other designer textures too. I am a quite bit behind with my schedule as I wanted to be almost done with texturing at this point and I feel like I haven't even really started. After that I still have my foliage and particle effects to finish too, so still a lot to go but hopefully I should be able to get this done.




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