Tuesday, 4 November 2014

Materials

On the run up to alpha I started to look at making materials look more lifelike using normals, roughness and metallic maps. I mainly focused on the large assets to begin with such as the walls and floors.

The above image is showing the difference between the original bedroom floor (left) and when I created a normal map and tweaked the roughness value (right). You can see the normal map adds in all the little ridges in the tiles and makes them feel more worn and less polished.

This image shows the same effect on the wall tiles. Before (left) they did not have a roughness map or any normals. I created roughness map with a small wave texture on the tiled area. This added the reflective effect to the tiles and the wave stopped them from looking too smooth.

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