The plastic objects are now textured. Each of them and their variants (such as broken items) all have the emission effect applied to them as well to hopefully create the glowing effect in most of the scenes that they're in.
Some of these objects (like the shirt and bag) will have deformers added to them like the fish in order to get them to move when in the underwater fish game scene instead of being static and looking odd.
CDs:
Straws:
Bottles:
Medical equipment:
Shirts:
Bags:
These are the texture maps:
Alongside this, I also tweaked the other existing textures.
The fish and seaweed now have coloured specularity added to them. The same effect will probably be added to the underwater rocks. The polymers and monomers also have emissions added to them, and the water bag model will most likely not be used - as it is only in one scene, it will probably end up being 2D animated as with some of the other assets.
The only thing left to texture now is the machines, so I can move onto creating the 2D assets and animating the ones that need it, as well as finishing rigging some of the 3D assets (the fish is already done, I will just need to make a motion path for it and attach it to it in the scene where it swims).
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