A process blog following Kirkpatrick Edmond's contributions to a Team Production project.
Wednesday, March 21, 2012
Sunday, March 18, 2012
Near Finished Houses
Obviously they need some more work and the inclusion of a few more spec maps for the glass windows as well as alphas for the grass fringe on the roof but for now they are well enough on their way for Team Production 1.
Saturday, March 17, 2012
House Progress
Progress on house assets. Tried to maximum use of previously created tileable textures with only 1 unique asset sheet. Sticking to original concepts as closely as possible for shape and playing with the color as I go.
Monday, March 12, 2012
Forge Progress
Modeled by Ron and unwrapped by me, this is the forge model.
Near finished textured forge. Still debating the use of stone on the base and the alphas need to be tweaked a bit but this is fairly close to the end result - minus props (hammer, anvil, ect.)
Texture sheet for the unique assets on the forge building. Used two separate material IDs for this asset so I could use the tillable grass texture I showed earlier in the blog for the roof.

Wednesday, March 7, 2012
More Assets
Keeping with the concept and adding more to further flush out the village look here are some more assets to populate the area:
Textured assets: The entrance gate with a scale reference, water and hay troughs and an empty food stand, a flushed out and unfinished stump, a barrel, a fence, and different hay bale variations with no alphas on them yet.
Had fun texturing and designing the assets, went with a different look and style for the fences as I thought the old ones we had were to flat and boring so tried to make them more a mix of stone and wood features that also emulate the gate to the village. As far as colors and textures go I used some of the same styles found in the statue area and played with wood color trying to make the food stands darker red. Some still need to be tweaked and flushed out with alphas and extra details.
Textured assets: The entrance gate with a scale reference, water and hay troughs and an empty food stand, a flushed out and unfinished stump, a barrel, a fence, and different hay bale variations with no alphas on them yet.
Had fun texturing and designing the assets, went with a different look and style for the fences as I thought the old ones we had were to flat and boring so tried to make them more a mix of stone and wood features that also emulate the gate to the village. As far as colors and textures go I used some of the same styles found in the statue area and played with wood color trying to make the food stands darker red. Some still need to be tweaked and flushed out with alphas and extra details.
Texturing Progress for Statue Area
The main focus after completing the modeling was to get to work defining look for the textured assets in the village. Here is a final screen cap of textures for the statue area.
Struggled a lot with the horse statue itself. I knew from the beginning that I wanted the statue to look like it was comprised of multiple pieces and I modeled it accordingly. The hard part was since it was the first textured asset in the scene, I just could not get the look of it right, it started out very grey and muted. But after working out a few of the other textures like the rocks and deciding on the multicolored stone base for the statue area I tweaked the horse texture itself to a more contrasted and sand stone color, which is what you see now.
Here are my texture sheets used for the scene. Large scale (statue, base) are 1024x1024 and the rest are 512x512.
Struggled a lot with the horse statue itself. I knew from the beginning that I wanted the statue to look like it was comprised of multiple pieces and I modeled it accordingly. The hard part was since it was the first textured asset in the scene, I just could not get the look of it right, it started out very grey and muted. But after working out a few of the other textures like the rocks and deciding on the multicolored stone base for the statue area I tweaked the horse texture itself to a more contrasted and sand stone color, which is what you see now.
Here are my texture sheets used for the scene. Large scale (statue, base) are 1024x1024 and the rest are 512x512.
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