470 Blog Post 6

     The first few things I worked on this sprint were emissive textures for the hay doors to match the three keys created in previous sprints. overall this was a fairly simple process, as I created a single emissive layer in painter, then duplicated it and changed the color. Initially I was actually a bit sad because I designed the door texture to be substantially different from the other textures in the hay maze on accident, but as soon as I saw them in action, I realized the emissive layer is the part the player focuses on, rather than the texture for this model. I am happy with how they came out, and was very happy when I saw them during playtesting. 

        Next, I worked on miscellaneous pieces which needed to be completed for the hay maze. These included the door frame, the exit room, a wall with a hole, hexagonal hay maze piece, the wall edge, the corners, the breakable wall, and the floor. The door frame, corners, exit room, wall with a hole, hexagonal maze piece, and wall edge were all roughly the same process, creating a hay texture, then adding a cartoon matfx filter and adjusting the setting to match the rest of the maze. The first major challenge I ran into was the breakable wall texture, since I was unsure of how I would pull it off. I didn't know if I should do the same thing as the hedge breakable wall, and just add streaks of color down the middle. For the hedge I added yellow strips to indicate dried leaves and a lack of structural integrity. For this wall, I decided to do a similar effect but with a more burnt look, since it contrasts the hay color well. The last of the hay pieces I created was the floor texture, which was different from the rest in that I was requested to make dried leaves for the floor instead of hay or straw. As a result, I found a nice leaf texture seen below on the far right, and then added a yellow color over it, with a filter to add a more cartoony look. I am incredibly satisfied with how it came out, and I look forward to our players getting to see it.

        Next, I will discuss the miscellaneous work I completed after the hay maze was done. First, I worked on updating the hedge door frame, since I was informed the old texture did not match the rest of our maze. This task was easy enough, the most challenging part was double checking and having the texture match the hedge maze, since I have been working with all hay pieces for quite some time now. After that, I worked on the corn wall model for use in our scene. I was excited to work on this model, as the poly count was higher and it was a nice change of pace from the modular models. The first order of business was to acquire the materials. Painter comes with a great vegetable skin texture, so the main thing I needed was the corn itself, which I found on community assets after a bit of digging. After that, I added the vegetable skin and masked it away from the top of the corn stalks, and vice versa with the corn texture itself. It was a bit tricky, as the UVs for the model had a little bit of bleed between the two, but I decided to blend the green at the bottom of the corn, to make it look as though the corn isn't quite ripe yet, and I am very satisfied with the result.







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