Instead I've been doing various bits of environmental modelling and texturing so this is going to be about that. Hopefully there will be something of interest in here for you and if not it's always nice to document the work that I've done. Anyway...
Awwwwww here it goes.....
Also we have a new Facebook page for the game (click here) and it needs your likeage! Anyway...
Awwww here it goes.....
Lever
My first port of call was to model and texture the lever that appears throughout the game to open doors, gates etc. The model itself didn't take too long but the texture did take a few hours as it was the first thing I'd textured in a long time. I don't tend to keep my layout clean as I don't really see the point with this kind of model but with characters etc it's obviously better to make the most of space with the UV layout.
And here's the model textured and in-engine (without lighting built, that's why it appears to be lighter than the rest of the environment):
Second is the wall and gateway that separates the regular citizens' graveyard from the VIP tombs (I think). The concave side (citizens) will be stone bricks and the convex side (VIP) is built up from large rocks and boulders. Here's the render:
Also we have a new Facebook page for the game (click here) and it needs your likeage! Anyway...
Awwww here it goes.....
Lever
My first port of call was to model and texture the lever that appears throughout the game to open doors, gates etc. The model itself didn't take too long but the texture did take a few hours as it was the first thing I'd textured in a long time. I don't tend to keep my layout clean as I don't really see the point with this kind of model but with characters etc it's obviously better to make the most of space with the UV layout.
Here's the texture map of the lever base, I was going to post the separate handle texture but it's even less interesting than this:
And here's the model textured and in-engine (without lighting built, that's why it appears to be lighter than the rest of the environment):
Hopefully it will stand up to being a recurring environment piece!
Chest & Graveyard Wall
For the next two assets I've only needed to do the modelling so far so no texturing here.
First up is the treasure chest. It's not remarkably different from the treasure chest you imagined when you read the previous sentence but I tried to jazz it up a bit with handles and pointy bits so hopefully it's unique enough to fit into our world. Here's a render of the model:
Second is the wall and gateway that separates the regular citizens' graveyard from the VIP tombs (I think). The concave side (citizens) will be stone bricks and the convex side (VIP) is built up from large rocks and boulders. Here's the render:
Will possibly be texturing these next week so look out for them.
Flower Bushes
Here's the one you've all been waiting for. Don't pretend you haven't. I know you have. Here's the flower bushes (I textured, Pete modelled):
And here's the texture map which I think looks pretty funky:
Well that's all for Part 2. Hope you enjoyed, more will be coming soon. Please like the Facebook page if you haven't already and help support and promote the game!
Bye.