Thursday, 26 January 2017

Refining blockout and materials

Up to now the walls have been large BSP brushes with a texture applied.

To aid editing down the line, I am going to replace these with mesh wall sections of a standardised size created in Maya so that I can convert them to modpack pieces at a later point.

The other advantage is that I can use one texture one these parts and it won't stretch once I've set the UV tiling correctly. This is not possible on the BSP brush parts as I have used different sized parts for each wall.


First test fit, needs more width.

After adjusting the model, I edited an existing material by making a new copy, then changing the UV parameters with a TexCoord node.


I then went ahead and converted the entire level over to the new wall system.







In the following two shots you can see a before and after of the textures using the BSP and the new mesh walls.



You can see I have also added a cobblestone floor texture to the ground to add to the effect.

This was also edited using the UV TexCoords node in the material editor.

No comments:

Post a Comment