Website powered by

Forbidden Escape Texture Pipeline

Some of the work i'm doing the first half of our student project's Forbidden Escape.
I was in charge of find a good Texturing Pipeline and to create multiple Tilible and Trim material for the sake of the project.
It was a very fun challenge with a lot of constraint given by the scale of the project but i learn a lot so i'm happy.

The game is established on a boat so i need to do a lot of metal materials and be aware of roughness variations to have complexity.
Also the texel ratio is 512px by meters because the game is pretty big despite the fact there all only interior rooms so it was easier to do the texture with it.
A lot of textures was made during pre production and was left over due to the evolution of the project but it was fun to test things.

Floor: Dented Metal and Plastic Dot

Floor: Dented Metal and Plastic Dot

Floor: Grunge Plastic and Wood

Floor: Grunge Plastic and Wood

Wall: Segmented and Welded Metal

Wall: Segmented and Welded Metal

Wall: Cast Iron and Rusted

Wall: Cast Iron and Rusted

Wall Metal and Beam

Wall Metal and Beam

Corruption Test made in PreProduction 1

Corruption Test made in PreProduction 1

Corruption Test made in Preproduction 2

Corruption Test made in Preproduction 2

Corruption Test made in Preproduction 3

Corruption Test made in Preproduction 3

Final aspect of Corruption
Based on a idea of my teammates Arianne de Bellefeuille.
It's basically  Alien Growth Brain Cells on substance source with minor tweakings

Final aspect of Corruption
Based on a idea of my teammates Arianne de Bellefeuille.
It's basically Alien Growth Brain Cells on substance source with minor tweakings

Coral Test made during Preproduction 1

Coral Test made during Preproduction 1

Coral Test made during Preproduction 2

Coral Test made during Preproduction 2

Coral Test made during Preproduction 3

Coral Test made during Preproduction 3

Barnacle

Barnacle

Exemple of Trim i create for the project
The number represent the texel ratio based on the metrics of props that use the trims

Exemple of Trim i create for the project
The number represent the texel ratio based on the metrics of props that use the trims

Before doing my smart metal material for unique texture based props i doing some recherch on different effects

Before doing my smart metal material for unique texture based props i doing some recherch on different effects

Exemple of props that i modeled and texture with my smart material.My teammates use it also for their props.

Exemple of props that i modeled and texture with my smart material.My teammates use it also for their props.

Exemple of exposed Parameters 1

Exemple of exposed Parameters 1

Exemple of exposed Parameters 2

Exemple of exposed Parameters 2