Thursday 14 April 2011

Japan Level Design - Walls pt. 1

1. Created a plane, the same dimensions as the floor tile and rotated in 90 degrees.
2. Resized the square by 100% on the Y axis to make it taller.
3. Subdivided the plane.

4. Moved the new loop cuts to the top and side of the plane, where the wooden sections of the wall would be.
5. Extruded the faces around the border of the wall.
6. Exported the mesh to Blender and used the UV unwrap function. This UV map was okay, however the vertical part of the wooden border (just where the cursor is on the above image) is relatively a lot smaller than the rest of the UV layout, which would mean there would be a lot less resolution to that section of the model.
7. I set a UV test image as the background and adjusted the UV layout, so that they reflected their size. I had to spilt the wooden parts in half and rotate 1 side of them, so that when it came to texturing them, I could still make the texture seamless, even though the sections were side by side, rather than one continuous shape. I also deliberately left a squared space in the top left hand corner, so that I could add a texture for another object on the same image file, probably the floor tile, which accompanies the wall.8. Exported the UVW as a TGA file, soI could use it as a reference for creating the texture. Because the wood will be fairly unnoticeable on the model, I decided to just use a downloaded wood grain texture from SweetSoulSister's deviantART page. For this texture I just used thesame methods as I used for the floor, a combination of copying, pasting, transformation etc. and using Filter Forge to create the normal map. http://sweetsoulsister.deviantart.com/gallery/23627621?offset=0#/d2ez3p7

9. The final product.

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