Wednesday 15 January 2014

Texturing

Texturing this module was a nice surprise after a day i was able to quickly pick it back up, at first i started out by not uv mapping and just placing the textures on not thinking about how they would fit in the environment as there were different rooms however Anna reminded me of this and she was right its still good to have a tone to the level.
Here's a few screen shots below of what i did to begin with - 


This is NOT the way to texture, I'm glad i stopped doing this and did it the correct way. stretching out UV maps in the UV editor and using automatic mapping too. 



I textured first and then deleted the faces for the player to walk through i then used the merge to centre verities tool so that players could see the empty skybox in the background, this worked nicely for me. 

I was influenced by textures from the horror genre in film mostly for this as it seems in a lot of horror they like to use the victorian and gothic era. I watched a film called The Woman in Black and was immediately drawn into the textures of that film - 


So i took to finding Victorian textures i liked adding detail to where i could for example the lamp i made i used Victorian wallpaper as a lot of lampshades had this style i think this gave more realism to the level which is essential in horror films that make sense and have a story line. 


I also thought i nice touch might be to add a bit of narrative through texture as i was adding a little girl singing i decided to put a photograph of a scary little girl in a photo frame so players could look at it and think psychologically is that the girl singing? Is she going to move? Is she starting at me? 
I think the effect worked well and fits into the scene nicely.


Here's a few of the wallpaper textures i looked around at i found that in film and games there are always these sort of flower wallpaper textures so i experimented with them.



So i went on texturing and double checking on the render screen so i could be sure they looked right this turned out to be good practise and saved me a lot of time in the long run.



I particularly like the exit room textures i looked for an old 'Way Out' sign instead of a modern EXIT sign and found the image above from an old train station in the victorian era i think it worked very well with the wood textures i chose and matched it with the doors to create a better sense of style and tone. 


I also had to remind myself about resolution some textures stretch too much if they are too small or visa versa, i found my textures doing this sometimes, any easy fix was to change the image size of the UV snapshot in Photoshop or to find the correctly sized textures in google/ CG textures/ make them instead. 




A rug texture i like above it fit the room perfectly and was an added narrative for the toy cars.


^^^^ Stretching UV's to be more efficient. 


After testing i watched Jeff not see that the drop was there so i made an arrow to avoid people doing this in future i though a nice personal touch of gore and horror would go nicely with the scripting sound on this zone so i textured in some blood and a hand print, i think it worked really well and helps the player in the scene whilst looking good too. 



Overall i feel much stronger now in textures and i'm proud of the textures I've made, i think there the best to date and i know for my FMP this is something i am going to be focusing on a lot so i look forward to getting better. 

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