This post will explain how I created seamless materials using Quixel; for our game, Red Hail.
Using Razvan's final concept as reference I went about creating multiple materials; I didn't however just take materials straight out of Quixel's default library. I created my own by blending them together.
By adjusting the normal's I managed to create a nice effect on this white plastic. This material was the most important as it will be placed on most of the assets in scene. I also used dynamask to create depth.
Painted Steel. |
I used ndo on this material to create repeating lines. This simulates (using a normal map) a bumped surface, I will place this both on cables, and panels.
I also created transparency maps to use in game. Transparency maps allow me to fake detail and create shapes that would otherwise be expensive on my tri count.
I created a black and white version of this grid, then placed it into the alpha channel of the specular. map. Then when it is placed in engine I can set the alpha to be transparent, making anything that's black on the alpha transparent.
Image placed into Alpha channel. |
I made the grid a 4k seamless texture using offset in Photoshop. However I forgot to take screenshots of this process. It is important for me to make this texture seamless so I can tile it in Unity if I need to.
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