Sunday, 13 April 2014

Tiled textured corridor


The tiled texture corridor was an important task as it demonstrated the power of tiling textures in a game world, and how potentially an environment can be generated from only a handful of small 512x512 textures. Firstly was the issue of creating a texture with textured effectively, to do this I created a small elipical shape and gave it an outer show that made it appear raised, I then repeated this object in an angled pattern all with equal spacing from each other and from the edge of the 512x512 texture space overlaying a base metal texture to create a sort of metal floor with an embossed tread. I then created two other variations, one with a tiling black and yellow hazard stripe along one edge, and another with a sort of grate in the centre with an alpha component to create a bit of transparency in the game world.
I then made use of the Height to Normals Xnormals plugin in Photoshop to create a normal map for the raised metal tread to give the texture some depth.
Taking the textures into Maya I created a simple set of 5 horizonal square planes all connected together and applied the three distinct textures to all of them. The centre most plane recieved the centre grate texture and the two outermost planes received the hazard strip edge. The two mid tiles recieved the same mid tile texture. Above you can see the materials I applied to the mesh in the Hypershade window.

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