So the statues are finished and
submitted to marketplace, they should go online in couple of weeks. Overall I’m
happy how they turned to be and I think they are looking pretty good while staying
in acceptable polycount and using acceptable texture sizes. Each statue has
baked out, unique normal and cavity maps and also use tiling detail normal and
tiling diffuse. Inverted cavity map is used in shader as a mask to give color
variation in, well, cavities. I reckoned using tillable diffuse would get the
job done and it seems it does in this case. I tried making a dedicated texture map
but it I don’t think it was worth it in the long run because it wasn’t that
much of an improvement upon tillable texture and even at 4k resolution it just
doesn’t hold up to the texture crispiness you can get from tillable one.
On a side note, seems like lots
of tech talk for something that is supposed to represent pure art but the tech
side I think is rather important for marketplace items, because as I have faced
myself you can really get bogged down in technical difficulties when you are
working on project that is using large number of pre bought assets. So in this
case we wanted to make sure all the problems are solved and assets are as “drag
and drop” friendly.
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