week 8

After some research and experimenting, it was time for me to begin texturing my assets. Starting off with the table and the chandelier as they were of a higher priority compared to the battle axe.


For the table, I went with a dark oak wood texture as what you would find in an iconic goth scene would typical moody colours such as black, brown, etc. In addition, when searching gothic-styled houses, it was typically associated with dark wood. This allowed me to create two wood textures fitting for the table and after some feedback from my team, we went with the darker wood.



As for the chandelier, I went with a rusty steel black texture. As to represent ageing to the asset as the scene it was going to be in was a ruined castle which had been there for centuries. The steel very well complimented the chandeliers basic shape, as testing even a lighter shade of black did not fit with the chandelier very well.


week 7

This week I took the time to research and look into substance painter to be able to texture the assets properly for my team and be able to understand how to properly export the assets so that my team did not have any troubles implementing them into unreal.


What I have also learnt while researching is by using the UV, I am able to texture different parts of the model in accordance with the UV unwrapping of my asset. Which, will be crucial, when it comes to texturing the models as I would like to assign different materials to different parts of the model. Moreover so, how I can generate different filters onto a material to give more of a polished look.


Finally, when it came to exporting the textures, from what I saw was I have to make sure firstly, to change the output template otherwise the textures will not be able to export properly. In addition, to make sure that the file type to Targa as this allows better use for creating and using alpha channels in order for the textures to come out better and be able to be properly assigned. Moreover, to change the file size in correspondence to the size of the textures as not to waste unnecessary pixels and keep the size formatted correctly.

week 6


Once I had finished modelling all the assets that I needed to do. It was time to move on to unwrapping the UV’s for each of the models and begin to prepare them to be textured in substance painter. 


What I had done for the table was the standard automatic UV unwrapping. As the basic shapes for this model were more oriented to a more cube shape than the axes and the chandelier’s cylindrical shape. However, I did have to make sure some of the faces were bigger than others so that textures would not come out so stretched for those specific faces. As for the axe, I had to make sure to combine the axes head to allow for the UV texturing for those specifically to be shared and not individual to save time texturing.

And finally, the chandelier. The chandelier was my biggest obstacle because of the complexity of the shape. Firstly, I needed to make sure to combine the duplicates of the shapes into one to allow them to share a texture set to put into on udim. Because using the function automatic, ending up breaking the rings specific shape into a not every well seamless texture. I had to move each individual part including the candles, candle holders, the base, chains, and hook into separate udims to allow for the texturing process to be a lot simpler.



week 5

Another asset, which I had tasked myself with was the fancy table. As my art lead had taken the fancy chairs to model and texture. I need to make sure that the table complimented the chairs which he was going to make, and made sure that it also fitted the criteria as well.


What I believe made this tables asset stand out more was the unique pattern that was carved into the wood. Which I believe was the key element to the gothic theme. However, unlike the chandelier I made, I had to make the gothic pattern manually rather than using the boolean tool. This allowed the pattern to be a lot cleaner keeping in mind that I will be needing to unwrap the asset in order to texture it. In addition, this asset did not require me to use the boolean tool as this way may have been a bit inefficient, but a lot more effective in the long run as to help me develop my creative skills.