After a big push for the ESA submission deadline for USC, below are screenshots of the current state of the map. Changes included adding grayscale diffuse texture maps to separate the straight-metal monotone feel of the assets and break things up. I also baked out AO maps from Maya (since these were blockout textures, I didn't waste time with high-low poly baking in xNormals) and slapped them on to further define the asset details and make things pop.
The platform on the left that was modularly duplicated came after the ESA submission where I did create a high poly version and did the proper baking through xNormals and got a more solid diffuse, specular and normal texture in as seen in my last post.
Another change was the addition of foreground lighting to add strong contrast from the cool underwater colors in the background. The midground, inside the dome, has a gradient going from cool in the background to the warm in the foreground.
My next steps will be working on more high poly-low poly baking and texturing of all foreground elements.
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