I began this week on starting my wood texture. I want to get the main tileable textures down first. The scene consists of mainly wood and the whole architectural structure is a variety of woods. There are around 6 different wood variations.
- Burnt oak
- Chestnut
- Faded
- Mixed (non painted)
- White Painted
- White painted mixed (with wood and various colours)
The plan is to make the first three from one initial wood texture as they are very similar, just slight alterations to the colour and roughness. Along with a mixed version of all three types. Then create a painted layer on top that I can overlay and choose the randomness of colour of the paint.
When making the wood texture I divided it up into smaller planks so I could see height and tilt variation between each plank.
I masked off the ends of the woods and used a tile sampler to create nails.
Here I added some wood pattern variation as the colour felt quite flat and monochrome.
I made a randomised version of the wood plank mask to create a variation of values along each plank to make it look more believable.
The nails didn't look right as did the colour I increased the value and reduced the AO.
After putting the texture in engine I made some tweaks and this is the outcome so far for the main wood texture. It's still a bit too saturated and could do with some more variations of wood values.
For the paint I wanted the grain underneath to still appear subtly. To do this I slightly blurred the paint layer.
For now I have coloured the paint white for the main painted wood texture.
I exposed the parameter of the paint to create a slider.
Here is the painted wood in engine.
I then created a version of the texture that is a mixture of wood and paint along with pale pink and green paint as well.
For the floor I used the paint I created to make a gloss variation instead of paint. I tweaked the roughness and colour to get it to this stage. I might add a slight tint to the gloss as wood that is varnished tends to be darker when the gloss is applied.
I want to tweak with the floor further to add more contrast to the wood and gloss and lighten the values.
I eventually want to set up vertex painting for the wood, as there are various parts where these materials appear in different places throughout the house.
I now have my first lighting pass done.
Curtains
I haven't used Marvellous Designer for a while so it took some time to remind myself how to use it.
The first attempt ended up going through the walls so I put a wall against the rail when simulating the curtain.I also felt the first curtain seemed a bit limp and lifeless, as this is made of something like thick twill it would stay in position and not fall straight down as easily. This time I increased the thickness.
I really like how this curtain turned out, though I will have to make two sets due to the player being able to see three of the same curtain at once which is too jarring.
I noticed that the coloured paint was too saturated so I toned that down. Only the textured assets have lightmaps at the moment that's why a lot of assets look quite muddy. I need to fix some light bleeding issues too between the ceiling and the wall, hopefully that will just be a matter of making some light blockers to help stop that.
How the environment is looking so far:













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