Creating the walls

Hello!

In this blog post I’m going to talk about the walls for the game that I made. As I was planning for the walls I started to do a little research on how others go about doing a modular environment and the textures.

After I got the metrics for the game on how big the walls should be I started to make a simple wall. The next step was to create a trim sheet. I made high poly panels for the walls which I then use to bake the normal and ambient occlusion map, I also made a mask to make it easier to texture later in Substance painter.

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After the bake, I went back to the wall and started to Uv-map it. I used the ambient occlusion map to easier see the panels and arranged the uv islands to fit the map. When I was done, I got on to make the rest of the walls by copying the wall which was already uv mapped and arranged the uv islands for them.

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When I was done in 3dsmax with the walls I continue my work in Substance painter and started with the coloring of the walls. As I had already made a vertex painting material in unreal, I made two versions of the wall, one clean and one dirty. This would give me the option to paint the dirt and rust in the engine, thus getting rid of a noticeable repeatable pattern on the walls and give the walls more variation. After i made this i got on to make a few more walls to break the pattern of the walls even more.

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One thing I learned about making these walls is that planning is crucial, it took some time to get it right. I had to go back a few times and make some adjustments so make it work. It was the first time I tried something like this and I’m happy with the result.

‘Til next time.

About Ricardo Aranda

2015 Graphics