Thursday, 5 November 2009

UVW Forever

I have spent the last two days unwrapping some models so that I can texture them with full control. This has been a timely process and made me realise that I need to think about this whilst modelling rather than at the end. I have these intricate models that are now taking far to long to texture. I needed to have unwrapped them as I progressed so that there was not this huge task at the end. As such I am only going to texture the assets that I have already unwrapped using this method and fall back to the milt sub method for the remaining meshes. This should be fine as I have focussed on unwrapping the major assets first that are close to the player. I also what them to have specific details that the others wont. Lets hope it speeds up the process a little.


I have also been thinking about my colour scheme. I have had the idea of light being a major part of the colour, breaking up the level and areas but I also want a contrast between the terrain and the buildings. Similar to the following picture maybe.


I recently went to the lake district and which climbing an endless mountain, took a break to have a heart attack and found myself looking over this beautiful valley covered in dead bracken. The bronze/brown looked magnificent against the green. This will bee my inspiration for the terrain.

For the building interior I want it cold as it is a prison. So this following picture although a little silly when dealing with the idea of 'cold' will be the main base for my colour scheme. Pale blues and white will be the main colours/shades but I will also have greens and of course rust.





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