Cave Creations in Maya
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKKRZvxN4LTMV83ZfnbFybHjDdY6yBcGerjtSSMf_RqB5PBvS2IS1pwXJ1kOmf4-f95E3yUZS4aCZrEM6mN8lM_NNPj_iyNGXQbJG3eWYFbXvhcELusgYgBhSWoAY69m-kIE8jYNAZ_b0/s640/Cave+in+Maya.jpg) |
The caves in Maya |
For the caves, I made some simple planes and have them next to eachother. taking a bit of advice from a
YouTube video, if the player does not see the edges then I do not need to make a fully modelled cave. This simple method will also make it easier for me to UV.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2k4_jrJbGPWbNkOdwIAyjz47NCHGDng6YDfcGc4v1GLN5ohjloaN8bLzlTaiJLS214FHPyWUksl19FMU4qwU-7Xmdsq4gp33LyZiMxMr1mQ_jB8yjZQY2r0Egex8mVPIAVkCBu3gtyqk/s640/Cave+Wall+UV+layout.JPG) |
The UV layout |
To ensure that the assets texture work well I have filled out the UV to cover the 0-1 space. It was a simple model so the UV was not too hard to do. But the large scale will ensure that the textures will be very detailed.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-zZOgg_aaXP7YV0TDrHI3Ap_hC6C9uARmsjFRyTklj4OAZjc5uqgS4Bx3z-m-altzfQne8-E-hMbBcQd8R1ndx5dxdq4MivEpQp-fUxHi1ljJeint5SesxZClv_XDS5tD0ugXiD68JE0/s640/Cave+Wall+UV.JPG) |
The lightmap |
A lightmap has also been applied to the assets. Following the method from my environment assets I made sure they follow the same texture size and that they are at an 90 degree angle. That way I will avoid any lighting errors.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEvzQWGLMYmF7rK2sfqS8xeN73e5m8xuYJy7PqZyI3_ciA60xJxZ9OIohbK-mpWKcYrJWAHWMocD5TIjffDTri3KI2ihyphenhyphended2g8VV__OJR_DdocH_lfDqU9osFwLAqrb6D2SRWrVyNQTY/s640/Cave+in+Unreal.jpg) |
The cave in Unreal |
With the assets in the engine, I need to make a hole in the terrain in order fro them to work. Again, I used a
YouTube video in order to get this idea. At the current moment there are no texture present on the assets and in addition to this, there is a slight seam issue. This will be explained in another blog. One idea that I am thinking of is a seamless texture or some other advice texture that I have learned during my 80's cinema course.
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