As promised, I have completed the first wall for codename dungeon, and I built it brick by brick! As I expected, it was an incredibly tedious process where I made multiple high polygon block models. The normals from these were baked onto low polygon blocks. Next, was the color. I decided on a forest temple style, like something found in caverns beneath a jungle. The rocks are kept relatively bare, with some hints of dirt and moss, but overall I wanted it to be a greyish color. Okay, enough talk. Here it is running in Unreal Engine. The material is composed of color, normal, roughness, and ambient occlusion maps. It might not look like much now, but this wall is the basis for the entire dungeon, and vastly important. Doors, windows, archways, and more will be carved into it. Vines and moss will cover it, and torches will flank it. In the future I plan to use additional materials and mix them together to add more detail and variety, but for now, I'm done with rocks. The hard part is over.
So what's next? Now that I have a solid foundation, I'm going to start building more, but first I need to set up a better environment to test in. Up until now, I have been using the default environment in Unreal 4 in order to test the scene. I'd rather be testing things out in lighting more appropriate to a dungeon. So next on the agenda is basic lighting.
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AuthorI am Jacob Lubinski. Archives
February 2021
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