Gate Set Piece
A modular set of a Japanese style gate. 3000 polygons separated into 4 modular pieces. Each piece is using 1-512 texture with 4 component textures (Normal, Specular, Reflection, and Parallax).
The images shows the gate in a quick simple map with flat gray wall pieces. I wanted to compare my texture style to Unreal Tournament, so the last few images shows the gate in the UT ShangriLa map.
Process:
The method for creation was quite simple. Breaking the structure down into smaller pieces always helps speed up production, as well as relieve some of the stress of so many details. I always start with the reference/concept image and break it down with a simple block method in Photoshop. Deconstruction of the main shape helps figure out the best way to build it in 3D. As I am modeling, I also think about how the unwrap will be setup…paying close attention to any use of symmetry that will be helpful along the way. I always love to set my view port fov to 60 or even 70 degrees, sometimes it helps to simulate the camera that your artwork will be viewed at. Fist things first, for me…silhouette sells. Looking at the ref image, I find out what the main shape of the asset is, which is what the player will fist notice on the approach. Unwrapping the assets can be one of the most tedious and time consuming events. Sometimes I’ll unwrap as I go, setting most of the pixel density aside for objects that are closer to the players height.
Everything is hand painted, one of the things that I always try to do, is paint enough detail and depth into the diffuse texture, so even fallback materials that may drop the normal, look good. I think of a normal as an accent for shape, in harmony with lighting. To me, solely relying on a normal map to bring out details, will hurt you in the long run.






