Friday, 10 March 2017

Level Design for Computer Games - Texture creation, importing and application.

When it comes to textures, I had two approaches I could take to the resourcing and creation of textures.
If I had the time, I would have created low poly meshes, and also high poly meshes, baking down onto the lower of the two, however as I have not had the time to pay attention to solely the modelling with other work to be completed also, I have had to use a simpler method of texturing, from the sourcing of textures to the application, this does allow me to make use of a multiple material setup within Unreal Engine itself however, which will be valuable knowledge in the future.

I sourced a portion of my textures from CGTextures.com, a lot of which are already designed with practical game engine application in mind and as such are tileable. Following this I used a simple software to generate normal ambient occlusion, specular and roughness maps from the diffuse texture.
This allowed me to simply create a set of textures using the sliders and values within the software, to then be combined within Unreal.

Below are a couple of examples of some texture sets created;


The application of my textures required a slight modification to the general material setup in Unreal. The modification in question was a "TextureCoordinate" node that needed to be added, these nodes allow the texture to be doubled up via the UV values on both the X and Y axes, referred to as UTiling and VTiling within the node itself.
This allows me to tile the texture to have 4 times the details in each texture, as long as the TextureCoordinate, as can be seen below;


I really wish I had had more time to spend baking and texturing my meshes, as it is generally better practice, and expands my knowledge of texturing as a whole, however with the time constraints, I have used simple techniques and gotten reasonable textures.
I ultimately plan on properly modelling high and low poly meshes and baking where possible at a further point in time as and when I get the chance, this will give me better results than simply generating maps from diffuse textures, which the current time constraints have not really allowed.

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