This week I worked on finishing the hallway concept art and making a lighting variant of the studio concept art
Finished Hallway Interior
Updated version of the Studio Interior
Dark Version of the Studio Interior
I also worked more on the texture R&D and refined the paint palette object as a test on how the hand painted hero objects could look. I made the following renders from Substance Painter/Maya to show to my group to get feedback on.
I am a bit nervous that in my hand painting attempts I may have gone a bit too detailed and strayed into getting closer to semi-realism. I might try sticking all the layers through a blur slope filter to see what that does. This texture also includes the brush stroke texture tool as the base layer to get some variation and breakup in it but it's pretty obscured. Part of the stylization of this is that this is entirely just base color and has 100% roughness, no height/normal. Doing stylized textures rather than realism is definitely a step away from what I am comfortable with but I think it's a valuable learning experience and helps me grow as an artist.
While making this I recorded a demo video of my process. I sped it up to be around 5 minutes from about an hour of footage. If my group is interested I might make a voice over explaining what I am doing.
For a comparison, here's what the previous version of the paint palette looked like "textured".
At this point in time I had only taken the concept art and projected it straight on to the geometry. I feel like this one is more effectively stylized but I'm not sure if this is a viable option for the pipeline because that would require orthographic views of each object in fully rendered paint style. This would likely be done by me and that sounds like a lot of work to put on me alone. I still feel like while I'm trying to make the texturing process more accessible to others with building the tool I made, I may still run into issues especially on hero objects where I tend to veer into being over complicatedly detailed to a level that my team may struggle with. I think building in more features into the tool may alleviate this concern hopefully.
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