This week was crunch time on the texturing. Most of the 3D props in the scene are completed, but the level itself was bare, or was using placeholder textures. I spent a bit of time researching cartoon PBR tileable textures, and I applied my new knowledge of texturing in substance designer to create textures in photoshop. I’ve found that creating PBR textures entirely by hand has lead to a far more cartoony look than using Substance Painters PBR materials. These are good for a base, but certainly require a final layer of hand. I’ve created a series of PBR handpainted tileable textures to be used throughout the Area 52 level in order to create a cohesive visual experience. Some materials suit an industrial cargo area, others work well for generic sci-fi walls and vents. All of them use the same palette of greys, and I’ve added a coloured wall panel to try and liven up a few areas of the game, as the level is quite desaturated and grey. We’ve used emissives and bright particles to brighten things up, and the main character is bright orange so as to stand out on the dark background. I went through the GDD today and wrote up most of the information relevant to art. The game is pretty much entirely textured now, the only texturing left to do now is going over objects with a hand painted layer. The textures involved a lot of trial and error. I've never really made tileable textures before, especially not cartoony ones, so most of them required quite a lot of tweaking. At this point, however, I am confident that texturing from this point on will be much quicker now that I have established a pipeline. I also made a decal to act as a sign within the game. It's a simple BARRACKS sign, to let the player know that enemy guards will be in the next area. We wanted to lighten the mood a bit and add a funny element, so I added some graffiti that the guards have scribbled on themselves. Below are screenshots of the textured applied to simple cubes in-engine, as well as a screenshot of the textures in-game.
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