Through the gate: Final outcome
After getting all of my assets modelled and baked ready for diffuse texturing last week, I got straight onto texturing at the beginning at of this week. To learn yet another program in this project I decided to use Substance painter to texture all of my assets.
After finishing texturing and making some foliage assets I asked some tutors for some feedback on Thursday and then got straight onto adding all of the little things I could within one day. Here is a list of things that I changed:
- change the candles wax to red
- add a pot/urn and scrolls
- banners
- change candle flames to orange
- fix the scale of the skulls and dagger
- place the vines more naturally (in clumps and in corners)
- make the blood decals redder
- darken the cracks in the cracked floor texture
- fix the cloths colour scheme
- add post processing (ambient occlusion)
some other ideas i was given to do but didn't get to do were:
- add a tomb room
- model different types of circle floor
- collapsed wizard robes to add narrative
Here's the urn and scroll sculpts that I did quickly to fill out the level more:


Here's the final level:


Texture sheet allocation

Textures

Unwraps
On friday I got a lot of feedback from Mike about what I should do to the level here's the feedback;
Mike's feedback: predicted grade high 2.1
- fix textures so they are coherent with the black line stylisation and edge highlights
- fix the lighting by adding individual lights to everything that has an emissive or add a light bleed to the diffuse
- make some bricks in the wall texture darker and lighter to make them seem like they are going back or forward
- re sculpt the floor piece so that it is bumpier; make the runes more indented and add more emphasized cracks
- add deterioration to the banners
- maybe make a few more assets and populated the edge of the rooms more; mini compositions add little pools of interest
- add purple poisonous flowers
I am really happy with how this project has turned out and look forward to finding some time during polishing week to fix up some things.