Texture Prototypes.

For the project we wanted to use smooth shaded textures instead of the flat shading on the environment pieces. these are some demo’s I sent to Bayley to verify the style we wanted for the project.

Bone. (Whale Bones)

Reference.
Nuralagus - Wikipedia
Reference.
My texture
Substance graph

I took a way too long focusing on the height. The final map was a lot simpler than all the iterations I had been through. The fact is bones are pretty flat…

It’s a challenge to simplify the texture to look non realistic, you find yourself reducing the randomness to achieve a simplistic look.

Rock (Coral Rock).

Rock : Florida Reef Rock (30lbs - Free Shipping) - Reef ...
Reference
Limestone - Sedimentary rocks
Reference
Coral Reef Rock - Living Reef - Coral Reef Aquarium ...
Reference

Coral Actually grows on top of old dead coral for the most part, the “rocks” you see are actually corpses of dead rock corals. This is what gives them their interesting look. (I guess I am creating two bone textures in a way. )

I ended up making a gravel texture thing because I found an interesting way to use the cell noise(s).

Gravel Texture

The coral texture was hard to create as getting a messy rocky look, while still maintaining the style was challenging. I ended up distributing rock shapes overlapping one another so as too maintain a flat(ish) texture but create lots of interesting height.

Coral Rock Texture.
Setup In Unity (rocks on the right are an earlier test)

Research Plan

I’m going to make shaders and procedural environments… Let’s learn how!

Starting Tasks.

The plan for the first few weeks of development going to be learning the required knowledge for shader dev and procedural environments. As well as some other tasks for the planning of the project.

  • Shader Research (6 days)
  • Procedural Environment research (6 days)
  • Textures prototypes (1 day)
  • Data Flow (1 day)
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