Painted out grey scale architectural texture detail.
Then used 2 stock textures which i applied to the painted greyscales to create my diffuse texture.
This is the final diffuse result of the roof, floor and wall. they all tile well. the wall texture works by flipping the U in UDK to make a full wall.
I took the grey scale digital paints i did and used them to create the normal and specular maps using Ndo2
once i had my diffuse, specular and normal maps i brought them all into UDK and set up a test corridor and applied the textures. they looked quite good, the only issue i may point out is that the wall texture shows seems due to the specular and the 2 piece set p i did for it using 2 seperate BSP walls, the specular stops sharply at the edge of the BSP, but as the walls will be created using custom static meshes this should be much of a problem once i get the specular maps to tile on the edges aswell.
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