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Texturing

  • Writer: Amv Pass
    Amv Pass
  • May 13, 2016
  • 1 min read

The way I am texturing my black smiths house is the cheap and dirty way I have been taught, this is mainly used to pump out quick and easy concepts of buildings and how they will look when coloured or rendered into the game itself to be based onto the art team to properly make art assets for the model. The textures I have been trying to make is more realistic for the viewer. Honestly some of them look real some of the look quite shit which will need future improvement and re working.

It was really hard to make a well measured and mathematical texture that looked like the material I designed it for and too not make the texture look so flat this is to ensure that my textures enhance my model not make it so flat in design.

File name conventions are good practice and are a must for triple AAA project games as there are so many art assets that there needs to be clear naming conventions present so that all files can be located with ease and less time consuming so that more time can be put into development. This practice I haven’t followed as professionally as i could of as I just stuck to that name it anything, because I can find it I will critically need to improve on this as I have not yet mastered this industry standard practice.

 
 
 

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