Process and workflow overview

Texturing Bake compositing and Modelling for Textures

 

The main goal of this section is to show a process I have leveraged many times to create quality and performative assets quickly.

Utilizing high resolution modelling techniques to create content that doesn't rely on advanced shading and lighting setups.
(but can support them if desired)

 

Assets presented are all meant to run on several year old mobile devices.

Baking Textures

  • Project high resolution data onto low res model

Pretty standard game process, except instead of plugging the textures into a shader we will composite them into a single diffuse

final Thoughts

  • Smooth gradients and color transitions reduce and read very well
  • Easier to art direct, Less stylistic diversions, more compartmentalized process than just painting
  • Merges old and new processes, Can hook into shader effects if desired

Modelling for texture/Environment art (skipped for time)

Some similar concepts applied to environment art

 

Ripping Textures

  • Quickly organize whats needed to honor the concept
  • Thinking about draw calls and UV layout

Example ripped from concept art

-Helps me understand how to layout my atlas intelligibly and take stock of how much unique content I actually need to build
-Helps me understand how 2d space and 3d space will come together
-Helps understand the most efficient way to UV, Can start UV's without final texture
-Use texture bits to drive modelling

 

Texture layout to completion

Texture rip based on a different concept for an "underground mall"

More examples using these methods

 
 
 
 

End Part 1