I thought I’d put up a post showing some of what I’ve been up to, in regards to modeling and texturing over the past few days. Note: nearly all of this is WIP, so certain textures and details are yet to come!
I’ll start with the cabin, where the player will frequently be returning to throughout the game. I modeled it in Maya and wanted to keep the exterior under 1,000 tris, all while trying to recreate a cabin similar to an authentic homesteader’s cabin. As you can see, most of the detail work is handled by the texture maps, since it has flat walls that don’t demand a high-detail geometry profile. Also, the player will not be able to walk around the entire cabin, so my focus was mainly on the front and sides of the structure. Soon, I plan to add a handle and hinges to the door, a stove-pipe on the roof and wooden boards nailed over the windows.
I have also modeled a few outbuildings/objects for the cabin. The outhouse will sit in proximity to the main structure, and the lean-to will be found behind the cabin, as if it was a later addition to the home. I’ve created some barbed wire fencing as well, using albedo, normal, and transparency maps. Its design is based on the 1874 version by Joseph Glidden from DeKalb, IA (itwas the first barbed-wire patent awarded in the United States).
I’ve also steadily continued to create the rocks and cliffs that will be found in the game. As I talked about extensively before, the environment in which my game is set demands a great amount of focus on these geological creations. At this point, I’ve created one giant cliff (2K tris), two medium cliffs (1K tris each), and two large rocks (500 tris each). My goal is to have about double that regarding assets to choose from, in order to dress the river scene’s set so that it is both believable and not redundant.
As seen above, to create objects with unique silhouettes (that can stand on their own as interesting pieces) is one challenge, but to also design it so that they work as a “team” in a modular fashion is a bit trickier. Below, I’ve duplicated and arranged the five rock/cliff models into a grouping to show what I mean. I will need to eventually line both sides of my river level with rock and cliff formations that have unique nooks and crannies, so as to create memorable images and moments for the player to stumble-upon during their experience. I’ve thrown in some trees from Speedtree as well, to provide scale and reference.
While I’m content with the modeling pipeline I’ve established for these rocks and cliffs, I still need to give a lot of attention to their texture maps. Currently, all of the geological forms share the same non-native, generic albedo texture, and while that is helpful for continuity, it becomes a bit boring when the player gets closer to the forms. In the coming months, I plan to return to the St. Croix River to shoot reference photography of the sandstone for the base rock textures. I’m also planning to add lichen and moss into the secondary albedo detail maps, in order to give more interest for close-up inspection. Finally, I plan to turn the specular highlight way down (unless the rocks are wet, of course, which some of them will be!), as I’ve cranked it up only to show the secondary normal detail map. When it comes time for set-dressing, I’ll also be interspersing natural growth throughout the cliffs, such as grasses, flowers, weeds, and even trees.
So, hopefully this helps you envision the world of Tombeaux just a bit more, as the objects (both natural and human-made) are beginning to take shape and make their way into the game engine! As always, I’d love any comments, questions, or constructive feedback in the comments section.