Fishing Shack Week Two End
This week has seen this project come together a little more and start to look like something I am relatively proud of.
I started the week by creating window frames and then texturing the barrier around the platform. I decided to use the same texture as the platform and just strategically place my UV’s. I think it works pretty effectively and saves me texture space so that’s good. I also added a little more shape to the ground underneath but I didn’t really like it so I am going to re-visit it later.
From there I worked on texturing the door and the other amenities that are vital to the shack. I baked down a lot of the detailing and used a similar texture for all of it to keep it consistent. These textures were again combinations of different substance painter materials and generators.
I did also spend time this week taking parts into engine and tweaking them to look most effective. In addition to this I made my own ground textures using a texture I found on substance share: https://share.allegorithmic.com/libraries/645 and making my own grass to go ontop and changing the colouring, noise and the way the puddles lie to fit my scene better. While I would have loved to make this texture from scratch it was a good way for me to get a texture made within the time frame given. I then exported three versions of the ground so that I can vertext paint them in engine.
(Share.allegorithmic.com. (2017). Mud Grass Patches. [online] Available at: https://share.allegorithmic.com/libraries/645 [Accessed 15 Dec. 2017].)