Alright, so there was like… I don’t know, two or three weeks till Make something Unreal contest deadline, phase 4. I had just come out from working hard on the lighting in Temple and I managed to finish it in time for The Haunted 2.5 release, so thats awesome. You know whats not awesome? Not having anything to do.
So having finished my final lighting pass on Temple I checked the map with a new set of eyes: My Environment artist eyes and I noticed alot of things that was missing.
So what do I, as a work aholic slightly bored environment artist do?
I go in to a three week crunch period to get Temple looking even more awesome. Hear that? MOAR AWSUM!
Floor tiles
I recognized the need for more floor assets. I decided to make a new texture and supplement brick assets as meshes. I decided to sculpt three rocks in Mudbox of the following sizes:
64x64x64
128x128x64
128x64x64
I built them on Unreal’s native grid so I could use the indivdual stone plate assets inside the editor without much hazzle.
Here’s a bunch of pictures from development.
(Below) One of the high poly assets sculpted in mudbox.
(Below) Wireframe of the highpoly
(Below) The final lowpoly asset that I used in the level, only with normalmap.
(Below) Wireframe of the lowpoly asset. I didn’t model out any of the details because I wanted to keep it really low poly and be able to use them alot rather than have few, really detailed ones.
(Below) These are the three stone plates that I have tesselated so they can be deformed.
(Below) I built a small walk way, just to try out how I would make the floor texture later on.
(Below) I got a little sidetracked testing how deformable the assets were.
(Below) I modeled the floor tiles to be baked out as the texture asset. The floor is 1024×1024 and each of the stone plate are individually placed and rotated. Was quite a bit of puzzling.
(Below) I threw on a few deoformers on the floor model, just to play a bit. Some say this is ”Wasting time playing.” but I prefer to see it as R&D!
(Below) Alright, so I played around a bit more. VERY deformable stone plates RULE!
I baked the 1024×1024 asset to a 2048×2048 texture (2-1 pixel ratio) and then went in and hand painted each stone. Later on there were some further tweaking of the diffuse map inside Unreal Engine 3 material editor but this is how I got the bulk of the asset done.