Week 5

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This week was spent entirely on working with textures and defining their appearance. Since the game used tiled textures, most of the textures were created using procedural texturing, which actually simplifies the work considerably.

The main part of the final node piece was a system created by blending several colors and patterns simulating brush strokes to create the impression of a painted texture. Substance Designer is initially a free program for students via Adobe Cloud thanks to the uni, but I also had to acquire the EzSplatter node on Artstation to copy the patterns randomly across the texture. The most important thing is that I will apply this principle in the future to all tile textures I create, so polishing it now savin a lot of time for me later.

The final work looks quite confusing at first glance, but in fact, a significant part of this “spaghetti” is the repetition of the same principle of blending different colors, brushes and patterns to create each part of the texture, and then mixed with tile generator and multiple masks to layer each color on each segments, creating unique pattern.

In the end, the work followed the standard PBR pipeline—creating normal and roughness maps—and I was very pleased with the final result. Combined with the future shader, the material should be a cross between realism and stylization.

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