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Client Related Practice: Graveyard continued…

March 19, 2013

As mentioned in a previous post of mine in regards to the Trinity Project, I’ve been working on creating assets for a graveyard that the client pointed out. I already uploaded a gravestone I worked on last week, this week however I’ve modelled another gravestone and also tried to refine the previously uploaded gravestone. By refining the gravestone I mean applying normal maps to it to replicate a more realistic object with depth. I applied the same technique to the new gravestone too. For the text, I wasn’t initially sure as to what font I should use. However, after carrying out a bit of research across a few sites on Google, I found that a lot of the fonts which are mentioned are of Times New Roman, Gothic or Old English nature. Luckily enough, there is actually a font named Old English on Photoshop which I used on my model :) The gravestones still aren’t looking perfect, but here is the progress so far (bear in mind that the grass mesh is a default UDK Mesh and not something I’ve created…yet!)

The biggest problem I encountered when texturing the gravestones with normal maps to create a desired ’3D look’ was making the text on the graves actually look embodied into the stone. Playing around with CrazyBump software, modifying settings for the normal map and using photoshop, I managed to achieve a texture that will make do for now. A lot of it came down to trial and error to achieve the best results as well as the help of my tutor Paul.

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2 Comments
  1. Looking good that, mate :)

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