| Perforce proof! |
Part 3: VPMs & More
Chipping away at the next steps for the environment, started doing Vertex Painting Materials, specifically for the edge dust. I've got the system set up, now I just need to make more of them to blend more corners. Adjusted the lighting, started implementing trim sheets, and started laying out tillable materials. Looks rough, but Rome wasn't built in a day! (Note: This is not Rome)
| Vertex Blending |
| More Blending |
| VBM HLSL Graph |
| Setting up tilling |
| Reference (Flagler College) |
Part 2: Trim Sheets & More
Continuing, I went back and improved the trim sheet, giving it a second pass. I also made 5 (+1) materials in Designer for some of the textures in the environment.
| Trim In Engine |
| Early GameRes |
| Dete Trim Tool Designer (Connects graphs and sections for trim sheets) |
| Materials/Trims In Engine |
| Reference (Flagler College) |
Part 1: Env. Tilling & Prep
Starting off the environmental module, creating this scene from a picture I took while I was exploring Flagler College, in St. Augustine. Simple, but I want to capture the composition of the original reference.
| In-Engine Scene Blockout and Lighting Blockout |
| Practicing making simple Trimsheets/Tiled Textures (1024 Res) |
| Blender Scene |
| Camera Match |
| Reference (Flagler College) |
Mid Semester Resin Print
This is my first time ever printing resin, so I didn't want to do anything too complicated, just the Croc from previous turn ins. Shout out to Josh for helping.