Texture
for the texturing part i tried to use new ways first of all to learn those techniques and personally i wanted to be comfortable with new tools for my future projects .
one of the new techniques i used to create my texture was to use the software substance designer which lets you to create and add costume details on your texture once you learn the software , there are many tools you can use in substance such as blend , blur , multiply and etc. these tools make it so easy to create your own details on a texture with a good quality . i used this software to create my base textures for stones .
the second technique i used was vertex painting , basically vertex painting is to paint over the vertexes of your models this technique works well with models with high polly vertexes , to use the vertex painting all you need is two textures which one is the base texture and the other one is the texture you are gonna paint on to the base texture , to use this tool you need to make a vertex painting note in material and connect the second texture into the alpha and you can start painting your models i used this technique to add some details in the corner of stones in had in my project .
one of the new techniques i used to create my texture was to use the software substance designer which lets you to create and add costume details on your texture once you learn the software , there are many tools you can use in substance such as blend , blur , multiply and etc. these tools make it so easy to create your own details on a texture with a good quality . i used this software to create my base textures for stones .
the second technique i used was vertex painting , basically vertex painting is to paint over the vertexes of your models this technique works well with models with high polly vertexes , to use the vertex painting all you need is two textures which one is the base texture and the other one is the texture you are gonna paint on to the base texture , to use this tool you need to make a vertex painting note in material and connect the second texture into the alpha and you can start painting your models i used this technique to add some details in the corner of stones in had in my project .
Lighting
lighting is one of the most important parts of a project or 3D model since if it is done properly it can make your model look much more realistic and better quality in game engine , i used few different lights in my project which ill explain here where and why i used those lights :
i used point lights to lighten my map a little bit because it was very dark so i placed the point lights around the church and set them to cast no shadows to just get the light and no shadow from them , i used point lights behind the windows and in front of them as well since i wanted to show that there is lights coming out the windows and that there are lights on inside the church i also set these lights to cast no shadows as well
to create the light casting on the floor i first placed a point light where the light from the window is suppose to cast but since i set the floor roughness so that it looked liked the floor is wet you could see the shape of the light itself on the floor which i didnt like so i changed the point lights to spot lights to cast some light on the floor in front of the windows .
for the stained glass on my project i tried few ways to get the window colours to cast on the floor but i couldn't get it right , so instead i created 4 spot lights placed them all in the same place and i set one to cast only red colour , one only blue and one only green and i set the last one to cast all the colours , i set the texture i wanted to cast on the floor into the lights and i got the result i was looking for .
for the directional light at start i set it so the sun was under the mountain so there was no shadows or light casting on the church but at the end i decided to change that to get some lights and shadows on the building to make it look much better .
i used point lights to lighten my map a little bit because it was very dark so i placed the point lights around the church and set them to cast no shadows to just get the light and no shadow from them , i used point lights behind the windows and in front of them as well since i wanted to show that there is lights coming out the windows and that there are lights on inside the church i also set these lights to cast no shadows as well
to create the light casting on the floor i first placed a point light where the light from the window is suppose to cast but since i set the floor roughness so that it looked liked the floor is wet you could see the shape of the light itself on the floor which i didnt like so i changed the point lights to spot lights to cast some light on the floor in front of the windows .
for the stained glass on my project i tried few ways to get the window colours to cast on the floor but i couldn't get it right , so instead i created 4 spot lights placed them all in the same place and i set one to cast only red colour , one only blue and one only green and i set the last one to cast all the colours , i set the texture i wanted to cast on the floor into the lights and i got the result i was looking for .
for the directional light at start i set it so the sun was under the mountain so there was no shadows or light casting on the church but at the end i decided to change that to get some lights and shadows on the building to make it look much better .
New techniques and tools i learned in this project
personally i like to learn new things and don't like to only use the old tools , most of the stuff i did in this project apart from modelling i used new tools that i hadn't used before so i think im trying to push myself to learn new things which is good .
as an environment artist i would like to be able to create model and texture my environments with max quality i can create which i think it still needs alot more work but personally i think compare to my last works in previous years i have gained much experience and my work is much better than before .
as an environment artist i would like to be able to create model and texture my environments with max quality i can create which i think it still needs alot more work but personally i think compare to my last works in previous years i have gained much experience and my work is much better than before .
Cinematic
you can check my art station portfolio to check my project cinematic . or you can check my work in showreal section .