What I Did
I was put in charge of environment assets such as ramps which the group decided would be a ramp piece, and a detailed end pieces that would be detailed so that the ramps themselves could be stackable. Since I once again was using zBrush I was still in development of a solid workflow, which now I believe is now established. This process I did for different iterations of rock walls for the end pieces is:
- Make low-poly base model
- Bring into zbrush
- Subdivide and sculpt using various brushes
- Use spotlight to apply a rock texture
- Export normals and texture maps
- Take the texture map into CrazyBump and make a normal map out of the rock details in the texture map
- Mix the sculpted and rock normals together
- Bring everything into Unity, screenshot and wait for feedback
- Repeat
The problem with these textured assets is the exact same problem that came up with texturing units which the details will be too small to register and I need to find a spot where it will work (hence the frustration mentioned above).
What I'm Going To Do
I still plan on working on environment assets and getting them right for the presentation on Friday.


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