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GARAGE ENVIRONNEMENT - FOCUS ON TEXTURES

This is the last part of my Garage Environnement breakdown.

The mud on the pipes is controlled with vertex painting and a mask. The second row of rolled lines are normal-combined on the pipe. A bit overkill but it was a fun exercise to make Material Instances this way.

The mud on the pipes is controlled with vertex painting and a mask. The second row of rolled lines are normal-combined on the pipe. A bit overkill but it was a fun exercise to make Material Instances this way.

This is the trimsheet I also showed in my Prop Breakdown. The only line not present here is the threading on the threaded shafts of the clamps holding the pipes.

This is the trimsheet I also showed in my Prop Breakdown. The only line not present here is the threading on the threaded shafts of the clamps holding the pipes.

Albedo map of some decals. Texel density is a bit all over the place here. Well, those are decals and I transformed them in-engine to control opacity. The corner damage is 512x2048 because it was really close to the camera on some cinematic shots.

Albedo map of some decals. Texel density is a bit all over the place here. Well, those are decals and I transformed them in-engine to control opacity. The corner damage is 512x2048 because it was really close to the camera on some cinematic shots.

Some rendered views of the POM Decals I used. The top right one is used on the Shiny_Concrete_Floor to add a bit of imperfections present in my reference.

Some rendered views of the POM Decals I used. The top right one is used on the Shiny_Concrete_Floor to add a bit of imperfections present in my reference.

The middle image is a a top-down view of the raw splatmap. The blue vertex painting mask I'm mentionning uses the roughness of the concrete to up the value. It's how the concrete seems cleaner on the top layer, where wear would've cleaned the gunk.

The middle image is a a top-down view of the raw splatmap. The blue vertex painting mask I'm mentionning uses the roughness of the concrete to up the value. It's how the concrete seems cleaner on the top layer, where wear would've cleaned the gunk.

The cinder block material had a water-damaged version that I controlled with vertex painting too. The text in the middle was also paintable and tiled but I removed it as it was too visible and focused the attention.

The cinder block material had a water-damaged version that I controlled with vertex painting too. The text in the middle was also paintable and tiled but I removed it as it was too visible and focused the attention.

Albedo of the poured concrete walls. I split this big graph into many smallers ones to avoid obvious tiling.

Albedo of the poured concrete walls. I split this big graph into many smallers ones to avoid obvious tiling.

This is what's behind the bonnet of the  poured concrete walls shader. A NormalMapDetail for close shots, floating meshes peppered in the scene to break the tiling and 4 masks used with vertex painting (one not shown, for wetness).

This is what's behind the bonnet of the poured concrete walls shader. A NormalMapDetail for close shots, floating meshes peppered in the scene to break the tiling and 4 masks used with vertex painting (one not shown, for wetness).

I used material attributes for the floor shader, which helped making it mostly readable.

I used material attributes for the floor shader, which helped making it mostly readable.

Front orthogonal view of the poured concrete texture.

Front orthogonal view of the poured concrete texture.

This takes me back! Especially the extremely poor performance message. I did 80% of this scene with 4Go of VRAM and probably 25FPS at best. I've got 24Go of VRAM now, it's a world of difference.

This takes me back! Especially the extremely poor performance message. I did 80% of this scene with 4Go of VRAM and probably 25FPS at best. I've got 24Go of VRAM now, it's a world of difference.

A last shot of the tape because I'm quite happy how it turned out in so little time. Thanks for looking!

A last shot of the tape because I'm quite happy how it turned out in so little time. Thanks for looking!