Monday, October 31, 2022

3D Games production self directed: Material analysis (Week 5)

This week for self directed, I took pictures on the way to our traditional art class at Abbey Pumping Station.

Capturing materials with various properties that I though would be worth analysing.

This is one of the images I took of a brick wall with graffiti on it. This wall was very interesting because it had various insets in the brick, furthermore, the graffiti ran all along the wall, as demonstrated in the pictures below.

If I were to make this as a texture, I would make 1 tiling texture for brick, then I would proceed to make the graffiti as decals, this way, you aren't limited on how many times you use the brick texture, whereas if you bake the graffiti into the texture it limits your usage. Furthermore, I would do the same with the brick insets, although this could be viable when cloning the texture, it might not work for every building where this inset pattern wouldn't exist, which is why I would also bake down an inset as a decal and make sure it contained the normals for said decal.






































This pipe is something else I spotted. while playing with unreal's post process volume, the ambient occlusion would do this texture a favour, it would bring out the darkness behind and next to the pipe.

Currently where the pipe is sitting would be a good place to have a brick seam, futhermore like the previous point, you would probably place a 100% roughness decal on top of this with a slight black colour to indicate that this part has been worn or weathered by the pipe leaking. In addition you could see clear utilisation of a trim sheet, comprised of the black brick, normal brick and slight edge at the very top of the building.

Like all the other textures mentioned, it would be best to create the most visible texture, such as the normal brick, black brick with white grout, then add the weathering on top of the textures with decals, it would be more practical to do it this way rather than having to make multiple variations of the same texture with varying results.



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