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TWahl

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Everything posted by TWahl

  1. I am having a really tough time trying to get my image files to upload to the gallery, perhaps the file sizes are too big? Not sure what the problem is... I can only get it to work 1/10 times and the rest just upload as empty files. I will post this here for now - some more substance work I just wrapped up. Wall 27:
  2. TWahl

    Wall_38

  3. © 2021 Travis R Wahl

  4. Played around with some more lighting just for fun. I took a lot of inspiration from games like dead space which utilize a lot of very bleak light schemes. Really wish I had some more objects to put the materials to besides just flat cubes though, will have to tackle that eventually but right now that isn't very high on my priority list. Need to make some sort of modular meshes with good poly detail, in addition to smaller objects like light tubes, crates, and whatever. Luckily the amount of modular "hero" assets I would eventually have to create would be minimal as I can make use of trim sheets to quickly make corridor pieces, pipes, or columns out of what I have so far. I am particularly happy with how well the different texture maps blend when placed next to each other, the bevels really do a good job of making a contiguous looking surface and hide the joints between the maps. -- I will also be making a new photo album in game art very soon, where I will be posting (most) of my wip images in the form of an art dump. I will continue the blog and forum thread if I have anything major to post regarding product release or other matters that are more in-depth or technical.
  5. In addition to the usual metallic looking textures, a few of these have different elements to break up the collection, namely concrete. In the final pack there will be "metallic" variants of these textures as well. I have the materials set up so that I can import different scanned substances, like cinder blocks or bunker walls. Makes for a cool military look and can be used to ground your setting more into reality, if you wish. Just choose your preferred look. I will be mixing all the variants upon export, so none of these can really be shown yet (paint colors, macroscopic details etc). (Wall 38 of 57)
  6. Wall textures being continually updated. Here is wall #36A (of 3 unshown variants). 99% of housekeeping tasks are now done as well. I say 99% because I am sure there are a few folders that still need to be organized.
  7. Thought I would have a go at doing the gothic grating texture. Total time taken on this was around 5-10 minutes:
  8. I decided to post this screenshot after I finished a couple of the detail textures, in this case a chainlink mesh fence texture. Wanted to see what it would look like when light shines through it, ignore the low quality shadows: You can use displacement mapping on the texture to give it a bit of depth, however the effect looks odd at some angles. For stuff like this I'd probably just model a wavy plane with diagonal folds and apply the texture to it. I have the substance file set to add different paint colors to the chainlink as well, if you want it to be yellow or whatever. Many other textures like this, including expanded metal or slotted grates. Some more conventional, with a few being more specific (I have a gothic looking grate in there, for example): I still have quite a lot of work to do and I have only really just begun this step of the process. Can't say how long this will all take but I am hoping not more than 3 or 4 months, depending on how much time or energy I have available. It is hard for me to really give an exact figure. I really do however hope to get at least very close to completing everything by the end of the year, product pictures and all. Some of the textures will be quite quick to do (as is the case above), others require more work if they have more details. Past week or two has been mostly spent on just cleaning up all of my project folders and their structure, creating or re-doing some missing ID map masks, and getting my project tracking spreadsheet ready for the new files I will be creating. It might not seem like it but getting everything neat and organized when you are dealing with so many texture files and highpoly meshes is a huge chore. I have to manually move all these files by hand a lot of the time. Anyways, I plan to keep updating as always.
  9. (Should read trim 36 of 54, not 33 of 54)
  10. Thanks Josh, I appreciate the comment regarding the detail - I took a lot of time making sure that the surfaces were as "realistic" as possible. I think what really makes it pop is the fact that I kept a style that is still somewhat grounded in reality and does not contain too much ambiguous materials. Back in my sophomore year of college I did an internship as a manufacturing engineer within a metal smelting plant in Michigan and I actually drew a lot of inspiration for my texture work from all of the dirty, old and sooty equipment I would see there. Some of it was over 75 years old. That was a while ago now but still fresh in my mind. I have many trim textures that range from 256x2048 to 1024x2048, however not all of the details within them are constrained to powers of two. The width of different "strips" varies which will aid in any sort of modular asset creation. Plus you could put different trim textures together to build a single atlas and save texture memory if you really wanted. Of course you could probably "squish" them a tad (within reason) and it would not even be noticable when in a game engine. I see this sort of thing a lot as well.
  11. Last couple of days I have been working on making the master material for all of these scifi textures to be nonsquare-capable. This is mostly complete, just need to make presets for all of the different sized textures in the pack (512x2048, 256x2048, etc). A couple of bugs I will need to iron out as well but those should also not take too much time Some of the edge wears and grunges still need a little taking care of so that they are consistent with the regular square textures. Below is a test in 3ds Max with a 1024x2048 trim texture that I was able to put together very quickly with what I currently have done so far. I think it turned out great given that I was really worried about potentially bad artifacts coming out in SP (which did not happen thankfully). All of the details are there and in the right proportions. Thanks for the continued support and I am really glad to finally be seeing the light at the end of the tunnel in regards to this project. I really want to get it finished as soon as possible.
  12. Some extra WIP pictures that I forgot to post yesterday. In addition to my blog post I also added the ability to have more control of details that I would like on the paint layers. I added some cool subtle hexagonal patterns as well as the ability to add caution stripes with more precision. I can also turn each of these off with ease depending on the look that I will want in the final texture. Not shown in these pictures are "sticker decals" (for warning labels and whatnot) but I have the ability to add these too, and they all interact with the underlying and overlying grease/oil/rust layers. They also have a small height and roughness value to give them good surface definition (while not sticking out). Overall I am very pleased with the outcome and will proceed forward with the final, final product as soon as I can ge the non-square support retrofitted into the new project.
  13. *Lighting test with wall/floor textures, master material finished, work beginning on processing all 200+ texture maps and color variants. *Added ability to stamp secondary height details into already baked mesh maps (using substance alphas). Adds details like handles and extra vents, lights etc.
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