More often than not, in game assets and textures are reused.
This is mainly to save time so the artists and level designers can keep a pipeline flowing.
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| Malavento overwatch |
This example on overwatch's map Malevento shows a clear reuse of textures - however, there has been a clear breakup of textures with a separate plaster texture vertex painted over the brick (I will create a future blog post about vertex painting)
In addition to reusing textures to make things easier, it is also to keep a consistent look throughout a level, things may be altered slightly, such as having a brick texture, cracked brick, moss brick, however, unless these are placed as separate entities on the level, these textures will coincide with one another and be vertex painted.
Another example of reused assets is on the map Paraiso, where you can clearly see concrete barriers being reused to cover a wider area.
Sometimes textures will be down scaled or geometry would be lost in further away areas as players would not usually visit these places during a game.
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| Paraiso |
Furthermore, some maps may include modular kits for varying objects, in this case there would be a variety of different sized barriers, this can be used circumstantially depending on the location and level design of the map.
There is a method you could use.
Consistency: Does it look consistent and not out of place?
Logical: Would this prop or asset belong on this level? (If a UK post box appeared in America, it would throw you off a bit)
Necessary: Is the prop outside of a players view or in the playable area?


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