As of just now, I have finished creating all of the individual color ID maps for the floor textures, seen below in my progress tracker.
Next steps which I plan on carrying out (bolded are the ones I intend to focus on in the next month or so):
- Finish modeling wall textures (30 ish to go).
- Finish modeling a few detail textures.
- Create material ID maps for all wall/detail textures (60+ to go).
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Paint all diffuse maps using a common substance painter project file(s) to maintain consistency and allow for texture creation in an assembly-line fashion
- This will save me immense amounts of time with the texture painting process, and also allows me to add even more variant maps (paint colors, rust, cleanliness etc).
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Create modular environments in 3ds max using floor/wall/trim/detail textures that will fit on a common grid size
- Will likely have to model/bake additional greeble textures for this step, although this will be simple and not time consuming as I can splice the existing high poly models I have available. This will allow me to cannibalize some details and spend as little time modeling from scratch as possible.
- Pipes, structural elements, etc.
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Create props
- crates, desks, canisters, infectious growths, lighting elements, blood decals, doors with animations, etc.
- 2
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