Thursday, August 30, 2012
Dubai Skyscraper Modular Kit [WIP]
Here's some progress on the skyscraper modular kit. I have one more piece to finish (the blue box at the bottom) before I go back and refine some of the other pieces. This is going to end up being made up of just 6 modular pieces.
The master material has grown a considerable amount in order to adapt to the different demands and patterns. I was a little worried at first for spending too much time on it but it payed off in the end. It's an incredibly flexible material and I am quickly able to morph it into something a lot different.
I also added some parallax to fake the inside of the building without having the geometry inside. I also added some tileable normal to give the tiles more detail.
Following up on my RGBA trickery I threw in an ambient occlusion map into one of the channels and multiplied that by a tiled texture in order to achieve the more high poly piece at the top of the tower. Another trick in my list is being able to delete geometry in my master material by simply masking it out using one of the channels of my mask texture so that I am able to have windows with and without a trim piece without having two different meshes.
Thursday, August 23, 2012
Skyscraper Modular Kit [WIP]
I started work on a skyscraper modular kit. A lot of planning went into this before getting my hands into any sort of modeling/texturing or material making.
So far it's using a master material to generate the different tile and window patterns. The material is pretty much all procedural using a small 128x256 texture that I used to generate different patterns from using the RGBA channels. With this I was also able to mask out areas in order to designate different paramaters. For example I can designate how much reflection I want, the tiling amount I want, the color of the windows and strips and the color of the grid among other parameters using material instance constants.
I also managed to generate different patterns of tonal variation in the grid using another texture (16x32) also using the RGBA channels in order to add some medium-level detail.
I am now in the process of adding some procedural finer detail/noise for up-close shots. I am saving A LOT of texture space using this master material and plan to keep this an extremely space efficient kit.
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