Texturing and Modelling Assets
- Abbie Hipwell
- Jun 22, 2022
- 3 min read
Throughout the project I textured and modelled various assets as well as focusing on the programming. I primarily created textures for the smaller props and foliage, while Harrison textured the rest. As he is the Lead Artist, I attempted to follow in his style; Harrison was extremely helpful during the texturing process as he would show me techniques and ways of creating an effective and stylised asset.
All of these assets were textured in Substance Painter, and the ones that I modelled were created in Blender.
The image below shows all of the assets I have textured throughout the project:

I textured a few of the foliage assets, these were my favourite ones to do; I mostly enjoyed the aspect of creating textures which were bright and vibrant, and allowed me to add lots of different colours to the game.
The process of texturing the plants was relatively quick; James had unwrapped the purple plant and stacked the green leaves on top of one another, and the purple leaves on top of one another. This meant that the process of creating this was very optimised and I only had to texture the two different leaves once.

I am particularly happy with the green leaves on this and thought that they gave off a nice effect - I created this by using the 'Artistic Heavy Sponge' brush, and creating a gradient across the leaf. I then went in with this brush and created more defined details, such as the middle section of the leaf, and the highlights around the side.

This next plant had been modelled so that there were two layers to the main flower. This meant that I could texture the bottom layer, which I created a gradient from a dark red to a light yelow. I was then able to create a texture on top by using opacity and adding a lighter colour to these parts.

I decided to model this plant as I wanted a break from programming and wanted to texture a colourful asset. This was relatively simple to create and was kept very low poly to fit with the style. The texture for this was simple to create, I first started by creating a gradient for the petals and added the marking on to them. I created the markings on a separate layer, and used a 'glow' effect to create a dark edge around these, making them look brighter in the middle. Since this plant was quite big I was able to place it around the scene and add a lot of colour.

I modelled the cacti, and created a gradient for this, this was a very simple asset and there wasn't much to add to the texture.



I created the texture for the wood planks, which I made in Photoshop as a tiling texture, and placed onto the asset. I also applied this texture to the dock.


I textured two different versions of the spears, although these are small assets I think they are looking very nice.

I textured some pots which James was able to use for the destructible meshes:


One of the larger assets that I textured was the teepee, this is one of my favourite assets I have textured in the project. I think that the lighitng I have textured on looks effective.

Overall I am happy with the assets I've textured, and also the amount that I was able to create. Although at the beginning of the project one of my roles was a Texture Artist, I wasn't able to focus on this as much due to the programming side of the game. If I was to take part in another project, it would be beneficial to a create whitebox for our game - this is because as I wasn't sure on the scale and placement of the assets, I was unsure of what I should make the texture size. This meant that a lot of my assets were set as 1024 texture size, which I then had to reduce in engine.
コメント