Transpatial Room Assets, Part 3

Within the RPG titles of the “Legends of Saviors” are many planets with different creatures, people, cultures, and histories that will all have a unique and distinct look from one another, but following a similar style.  I hope to create models that reflect exactly what it is I’m looking for, and create a consistent look with everything.

Other than creating various props to be used in a level (ones to interact with, others to give a sense of scale, realism, etc.), I also wanted to experiment with trying to create modular assets that could be used to create the actual game space, itself.  First, I would need walls, a floor, and possibly even a ceiling, so I ended up creating two different repeating textures that were both similar (to signify consistency in the technology embedded in the room), yet different (where one would be sport more vertical textures for the walls, while the other had more horizontal textures for the floor and ceiling).  I was able to layer together both a customized rocky texture, mixed with a themed circuit pattern (that I have been using with other models, concept art, etc.), and eventually add a bump map to each to give more depth, shininess, and an overall better look.

Creating the shape of the room was a good start, but I would also need another asset that would help break up the possible monotony the wall/ceiling/floor repeating textures present; so considering the room itself takes place within a type of mountain, I thought I’d create a cluster of hexagonal rock columns (with the mountain, itself, being the result of an igneous intrusion – which creates geometric columns of rock, everywhere).  The column cluster model could be used as different scaled stalactites and stalagmites (to show the player that they are indeed inside of something that might have possibly been natural at one point), as permanent light fixtures, and – as I said before – help break up the “squareness” of the room, itself, leading credence that it is indeed a real place, instead of just a blocked out room floating in space; I, too, would end up putting a bump map on the column clusters, and I feel it definitely helped tie in all of the pieces perfectly (which I will be posting some pictures of the “finished” level, soon).

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