This is a fairly recent stage for me, since I have previously relied on dedicated 2D artists for texture stock. This is of course a lengthy stage, requiring a great deal of photosourcing, tiling and editing of every texture in the level. Points of interest are the creation of specular refection on textures, normal and bump mapping for some textures and even the creation of more advanced DUDV mapping for the 'glass bricks'.
The DUDV (or derivative) map is a layer that tells the game engine how to refract light passing through the texture. 99% of the textures in this map are custom content created by myself. Finally, the textures are applied to surfaces, taking care to avoid inproper tiling.
In this stage I also pay special attention to texture optimising the map, applying the NODRAW texture to any face which will not be seen by the player. This should help to improve performance ingame. Also, the lightmap scale is adjusted on any surface that does not need to recieve crisp shadows. This makes for a faster compile and smaller file size for the .bsp file. Equally, the lightmap scale is also increased on surfaces where i wish there to be striking shadows, such as the image above.
Tools Used: Sony Cybershot Digital Camera. Adobe Photoshop CS 2.surfaces where i wish there to be striking shadows, such as the image below.
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