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PROJECTS

Wicked! - A medieval building creation

  • p15218128
  • Jan 28, 2016
  • 3 min read

As you all know, I'm currently working in the Village Project brief! I have a ton on stuff to do and the deadline for the individual part of the project is next week, so I'm already stressed out, because I'm not confident enough with the new tools to create normal and toughness maps, and I'm not sure if I understood everything properly, I might have to look up for some tutorial guides but then, I don't know if I will have time to do that before friday noon.

So to try to manage better my time, I set up all the textures I need to paint and the time I'll have to do each one of them. I imagine the tileable textures are going to be a little faster to be done, and the one 1024x1024 unique sheet will be a terrible nightmare, and as long as I am not a pro with normal maps and everything else, I might as well start with the easy ones to get some experience and confidence to create the maps for the unique sheet.

In total, I have to work with four tileable textures and one unique texture, all of them will be 1024x1024 and contain the diffuse, normal and toughness maps. I made a list with everything and I'll have to work with 11 unique textures in one 1024 sheet and this is scaring me a little.

I wish I had a bigger amount of tileable textures to work with, so I could tile the tree bark, the rocks on the side of the walls and the roof brick tiles as well. All the other textures would have to be unique anyway, but I'm afraid I'll not be able to fit everything in one single sheet.

Maybe I should have made this building a little more simple.

This was my first time creating Normal and Roughness maps for my models, and because of that, It was very time consuming, even though I used a height map to create the Normals instead of baking everything. I had an emotional breakdown painting my brick wall texture because I realised how terrible I am at digital painting and how It was turning out ugly and It was just sad. That was the point I stopped doing everything and just slept everything off; the next day was a better day and I could actually finish the texture despite the fact that everyone else's textures look so much better than mine. I'm trying, I'm really trying. At the end, I was very surprised at how good it turned out to be, altough not the greatest thing ever done.

I tried my best not to shade the diffuse map to imply the depth of every element since that would have to be done in the Normal map, and right after I had my colours, I chose to create a height map for my texture. I gave the wall a very black hue and popped out the rocks , and I was carreful enough to delete all the white borders I had on the diffuse map to point the edges of the blocks, so they wouldn't pop out in an awkward shape, as well as the dust and dirt. I also gave every rock a different height so It would look more natural. I painted the rocks with very hard brush to make the transition very straight instead of giving them a smooth gradient, and I like the result.

After I had my height map ready, I extrated the normal on CrazyBump and fixed some colours and small inconsistencies, and I had a really nice 3D looking texture already! And then It was time to work with the roughness map, which was scaring me a bit, but at the end I managed to understand everything, I guess.

As UR4 works with roughness maps instead of Specular, the colours work inverted, as darker for a clear surface and brighter for a rough surface. I tried to mix all the rocks as well to make them all different, and turnt all the dirt into a rough surface so It wouldn't reflect the lights that much.

This was my very first attempt at this kind of texturing, and I'm very excited with the others I still have due!


 
 
 

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