Wednesday 4 January 2017

Roman Milecastle Update, January 4th

I've done a lot of work on my milecastle environment today, here's a rundown of today's progress:
  • Created 3 hand painted textures for the terrain, including normal and specular maps. The textures are dirt, grass and snow.
  • Painted the terrain including dirt in the milecastle walls, a dirt path leading to and from the milecastle, and snow on the distant moutains.
  • Worked on the collision for all the architecture. Until this point it wasn't really possible to walk around the castle because of UE4's automatic collision getting in the way. Now you can walk along the walls, climb the stairs etc.
  • Modelled and UV mapped a tree and some rocks - no pictures of these yet as they are unfinished.
Pictures!

View to the north from the castle tower.

Mix of dirt and grass textures within the castle walls.

View of the castle from the north.

View from a mountain.

Tileable terrain textures - dirt / snow / grass

2 comments:

  1. I think that the long stretches of wall could impact the scene a lot better if they curled around hills in the environment, it would also make the wall feel longer if bits of it are dipping out of view behind hills and such. You could do it with a basic spline set up.

    The castle looks great though can't wait to see it textured!

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  2. Thanks for the comment dude. Yeah I definitely agree it would look good if it snaked around a bit, I daren't try and change it at this late stage though haha. I'm getting started on the textures today :)
    I hope your projects going well!

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