As the final hand in was quickly approaching I needed to
really increase the amount of ruin and mess that was on the floor. I began to
pose the skeletons I had created into crumpled positions on the floor which I
could then scatter around the level as corpses. I created some variations by
positioning the bones and started placing them around the level and also built
a corpse pile out of them which began to make the level look a lot more filled
and less spacious.
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Maya Corpse variations |
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Corpses scattered around the level |
I felt like a lot of my models textures were looking bare
and dull in comparison to the stone texture I had made so I updated some of my
textures and also quickly created some normal maps for them using the xNormal
plug-in. This greatly improved the look of my scene and I was really beginning
to grow proud of it.
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Updated props |
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Updated props |
The final tweaks to my level that I made were lighting
changes to better replicate the original image reference and also vertex
painting to add some variation on my models. To do this I created another
tiling texture and then set this up in my master material which then allowed me
to vertex paint on my meshes.
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Lighting added to surrounding walls |
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Vertex painting on static meshes |
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Master stone tiled material with vertex painting parameters added |
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