This sprint, I was assigned another set of objects to texture. First I worked on the chicken coop model, which was very enjoyable. I began by finding an appropriate wood texture for the main walls and roof. Next, I added red and white fill layers to it, masking the white onto the trim by hand. This proved to be a bit time-consuming, but I'm happy with the results because the edges have very little texture bleeding. Finally, I was asked to add some dirt around the model, and initially I attempted to use the dirt masks in painter to achieve this. However, with how small and low-poly the model is, I quickly realized manual dirt placement would be more effective. I created a brown fill layer, masked it, then drew the mask with a dirt grunge brush. I added less dirt the higher on the model you look, and I'm happy with how the final result turned out.
After the sunflower and props, I worked on the remaining modular pieces for the sprint. First, I was tasked with creating new door textures with different emissive layer to indicate the necessary key. This seemed simple enough, but was a bit more complicated than I originally expected. Ordinarily, my workflow for a task like this is a bit slow, mostly because I have to upload three sets of textures to a few different places. When they are exported from painter I name them individually, and make sure they are on both Jira and our shared google drive. I did do this for the doors, but was met with an unexpected surprise: our designer had decided that instead of red, green, and blue we would use red, yellow, and orange for the doors/keys. I had not expected this, mainly because I have not been given a task to make the corresponding keys yet. I learned this after creating some door textures, so I had to re-export and rename the texture files. It took quite some time, but we were able to accomplish it in the end.
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