Monday, 7 December 2020

Shop Front Project - Creation of Tiling textures, Trim sheet and Narrative Texturing

 

Shop Front Project - Creation of Tiling textures, Trim sheet and Narrative Texturing

·         After modelling the core pieces of my house and its surroundings, I then turned to the texturing of the project. The brief specified that we must use at least a trim sheet and have a few tiling textures.


Tiling textures:

·         The tiling textures I made were:

o    Roof tiles

Roof Tile tiling texture

o    Plaster

Plaster tiling texture

o    And finally, Stone brick wall texture

Stone Wall final tiling texture

·         These textures were made to fit large blank areas of models seamlessly – I ran into a problem however with the plaster and stone wall texture because the way I modelled the timber beams meant that all the planes of the plaster and stone brick were smaller, individual triangles and square faces so the textures would struggle to tile as seamlessly. Nevertheless, I used this to my advantage.

·         The stone wall texture could use this to its advantage; by having the ivy in the top left area and that ivy being the same texture as my alpha (see later in this post) then I could save tris later when it came to the foliage alphas as some of the texture density would be on the walls instead. This also worked with the plaster; the plaster is a horizontally tiling texture so I could add in fake AO and grime at the top of each of the panels in the wall, so the overall structure looked a lot more detailed than it was. The roof tile texture was made with the roof modelled texture in mind – It had to have some linear repeating tiles that I could fit to the extra geometry I added in the roof itself.

·         The roof tiles unlike the original concept were changed to be purple and blue/grey. This was because the amount of foliage and greenery would make the roof blend in a lot with the rest of the project, so by using a complementary contrasting colour I was able to define the roof. I kept the colours dark to make sure that it was not too distracting however, and it remained quite desaturated overall to make sure that the saturation of the foliage was another contrasting feature that let the rest of the building speak.


Alphas/foliage:

·         To add lots of foliage onto my model, I had to use a technique called alphas and create textures with opacity maps that match to give the appearance of a thin branch or leaf.

·         I made a set of 2 types of foliage – 1 being a large Ivy branch that would be seen throughout the model, and the other would work like a “alpha texture trim sheet” where once I put a plane in the scene with that texture set up on it, I could adjust the texture while preserving UV’s was on and only get a set of flowers or some grass.

·         This was my first-time doing alphas and I learnt a lot about them – hopefully when I can look further into PBRs and research more about how to optimise alphas I can improve on later projects, however for how low poly these alphas were, I am happy with how they turned out.

·         To avoid issues with mipmapping, I used the technique of repeated gaussian blur on a layer behind my texture to give a more accurate buffer area.

Branch Alpha Texture

Plant Box Alpha Trim Sheet

·         I applied these alphas with varied success overall, and eventually due to tris constraint I unfortunately removed some of these altogether. I also met a common 3DS max issue around alphas not rendering properly called Z clipping, which at the time really scared me. It seemed to mostly be fixed within engine later thankfully.

Initial application of the alphas, from reference with my concept

 

Plant box with fine rendering

 

Plant Box with Z Clipping

 


Z clipping on asset much higher up.

 


Trim Sheet:

·         I created a sheet with a priority on the basic materials that I knew would be used multiple times throughout my project. This included wood, metal and the window panes because these were seen in the beams and window elements. I also added some stone brick trim, which was not on my original concept but when it came to adding things like edge dressing on the ground and around the steps to doors this really helped. It also worked for some of the windows that were arched and added some variety to a mostly wooden structure.

·         The wooden elements contained 3 different types from a log to a hewn/planed log and then a smaller plank, as well as the rings to be used on the ends of planks and edges.

·         If I were to do this again, I would try and optimise the layout of my trim sheet with a better plan – there was a bit of empty space I could have utilised to make some textures bigger which would have made applying the textures a lot easier.

Final Trimsheet


 

Screenshot of on the model:

·         After creating the textures, I then applied them onto the model. Some of my original textures like the stone texture were heavily changed to fit the theme a lot more, as before they were very dark and didn’t match the semi painterly style of everything else in my model. This also went for the trim sheet – a lot of the wood texture was smoothed out a bit more to fit in with the low poly painterly style that I established.

·         This was truly where the model began to come together. Seeing it with the correct colour and values meant that I could finally see my original concept in this model, which was a very exciting development.

·         I eventually got to a point where I was very happy with the model and its textures, and every element had a suitable texture that could then be imported into unreal where I could stage the final model.

Initial texture application

Initial roof texture - front

Initial roof texture - back

Roof lined up - front

Roof lined up - back

Attempt at new stone texture - front

Attempt at new stone texture - back

Too Much Ivy - Front


Too much ivy - back


Final textured Model


 

Final Conclusions:

·         I was very happy with my final model as it looked very developed and better than my original concept significantly, so I was very excited to see how it looked with decent lighting set up, staging and even some particle systems.

 

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