I finished the Orrery’s data holograms, and added an
asteroid belt made of low poly shapes to flesh things out a little more.
The plan was to move on to the freezer next. I modelled it
very basically and imported it in to my level to preview how it was going, and
found that it actually didn’t look too bad as it was with just basic materials.
The parts that would need proper modelling/texturing would be the workings at
the back, and that would be in shadow anyway. I do still intend to return to
this asset, but fleshing it out is very low down on my list of priorities.
I decided it was time to set aside the interior and put more
focus on the exterior. I started with some small tweaks, like adding a small
amount of illumination to the trees to slightly cancel out the strange shadows
near their tops. I also arranged the grass planes I had made previously into
actual clumps.
Because I had only used two branch variations for the trees,
their UV map had a fair amount of empty space. I decided to use this space for
another piece of foliage. Starting with the basic shapes, I began a heightmap
for two clusters of leaves. I had used this method to create leaves before and
found it to be effective, but it took a lot longer this time around as some of
the leaves were overlapping on this map. I made the albedo after this- I was
not quite satisfied with it but with how long the normal map generation took I
wanted to spend time on other assets.
The slope below the building was looking very bare- I
originally wanted to cover it in foliage but the potential for overdraw was too
high. The other option was to make the surface rocky. I quickly made three
simple shapes in Max, imported them to Zbrush and began working. I think
something I need to remember in future is to break up the shapes more, because
flattening off edges on large rounded areas isn’t as effective as doing the
same on smaller ones. Using brushes like Orb Cracks and the noise feature I got
a passable shape, and then I did some polypaint. Of course I had forgotten that
I couldn’t bake polypaint in Max, but after some hasty research I found I could
use Xnormal. I still had to create the lower poly version however, so I had a
play around with zRemesher. I got a half decent result, exported and unwrapped
it, and ran everything through Xnormal to generate the maps. Unsurprisingly the
result wasn’t fantastic, the topology zBrush had generated was far too rounded,
and I had subsequently done a very rough unwrap. I had to do it manually.
The retopology took an entire day due to the size of the
assets but it allowed me to create much better seams and gave the rocks more
defined silhouettes. I received some feedback on the level so far while I was
working on them and one suggestion was to create a bit of an overhang with
grass to sell the cliff face idea. This is something I will most likely make
next week along with more foliage.
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