Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Layman's Mumbo Jumbo

 
Picture Picture
Picture Picture
Picture
 The last two weeks have been all about texturing. Myself and "Drunken Doom Dude" each worked on a trimsheet.

Layman's Explanation

I made some bricks using a program which lets you model in a similar fashion to using clay in real life. I only had to make a few of these, because each brick has 6 sides. each side could be used as a new, original brick.

Techno Mumble Jumble

We used Zbrush to make a high poly sculpt. While TrippleD did his entire sheet in Zbrush, I made Several bricks and laid them out in Maya. We both baked our end result to a flat plane in substance painter, and textured as usual from there.

Ignorable "information"

The high dorito brickable information was roasted onto a square pallete (squallate) which was capable of housing the edgeyness brickables create. positional forces hold the brickables in place, preventing an unleashment of bricktation. Because we can't use traditional mortar as an anti Briktation positional force, instead the squallate is forced into a 2-D environment which cannot facilitate such force in extra dimensions.

Picture
 Above is how the end result looks in unity, using HDRP. Below are the highpoly bricks in maya.
Picture Picture
Picture Picture
These are some early versions of the texture, as seen in substance painter. I also wanted to try some versions where the bricks would 'bleed', given that blood is in the title of the game.
Picture Here's what is looks like in maya when were unwrapping UVs. Maya is terrible at showing what the material might look like in unity, so we just used the normal map as Albedo (colour). In simpler terms: Textures can come with different 'maps'. The colour of the texture is one such map, usually called Albedo. In our case, it was really hard to see any details using just the colour, so we used the normal map instead. The normal map shows where all the bumps and crevasses are, and as such has much more detail. Below is how some of the UV's are laid out.
Picture Having to write in layman's and techno mumble is kinda tricky. Regardless of what you understood, please leave some thoughts in a comment :)