texturing

Environment Asset 10

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The rubble was created with the purpose of filling in the level, by adding functionally useless small pieces of rock which will be scattered around the rooms and hallways of the ruins to make the scenario feel more real.

Some of the rubble will also be scaled up to a larger size and be placed as a simple obstructive obstacle for the player to move to progress.

This asset was created using 3ds Max and the voronoi fracture script to break a primitive into many smaller pieces, then each piece was individually textured within Quixel.

Environment Asset 9

The mirror is to be used by the player to see what in the room it is found in is obscuring the trapdoor out of the level (details of this can be found in the GDD).

The floor grate is to be placed underneath the waterwheel for the water to flow out of the scenario.

This asset was created using 3ds Max and Quixel.

Environment Asset 8

grate start

The assets created for this entry are a wall grate and a set of stairs.

The wall grate is intended to be found next to the waterwheel, and is what the water flows through from another part of the level to make the waterwheel turn.

These stairs are only found in one part of the level, and are used instead of the engines default stair BSP because of the empty space underneath them, which the player will be able to find an object hidden for one of the puzzles.

This asset was created using 3ds Max and Quixel.

Environment Asset 6

The waterwheel asset is involved in several puzzles found within the level, most notably being used as a lift for the player to reach a higher platform, and to turn activating a set of gears.

The original design for the asset did not feature the platform attached to the front as the idea was that the player would jump into one of the compartments to ride it to the top, however that was deemed unsuitable because it would mean having to make the asset much larger so the player could fit inside, as well as adding in a platform to the level from which the player could jump in, at which point they would likely not need the wheel to be turning to reach the higher platform. Because of these reasons the design was altered to include the small platform which the player stands on instead.

This asset was created using 3ds Max and Quixel.

waterwheel_render_final2

Environment Asset 1

The first assets I created were a set of bookshelves. Multiple versions were made so they could be placed in various places of the level without having to scale a single asset up or down, as (particularly with the corner bookshelves) it would affect the proportions of the model and the texture.

The models were made in 3ds Max and were then exported into Quixel so that I could create a set of textures for the asset.

For the next entry I will produce another asset.