I'm going to keep the post short this week. Various celebrations of my birthday this past weekend have eaten into my time. (Almost as much as I've eaten into the various cakes I've had...)
I did plan on discussing a bit of level design, but I would really like to spend some more time on that, so I'm going to post more in depth on that next week and include a bit more of my process; in addition to my thoughts.
Instead, this week I'm going to go over a little bit on textures and another thing that inspired some thought.
On my way into work the other morning, and again today. I passed by a tree that I thought was particularly interesting in color combination.
Here's the tree...
So, as a normal member of today's society, I took a picture of it with my phone. (More on how technology is shaping our lives at another time.) I thought the grey of the tree with the green and pink was a nice contrast.
This morning I got some closer snaps for textures to add to my library.
Here's one of them. (Technically the tree next to the first one pictured...)
Since my second class in texturing back at the Institute up in Illinois, I've been taking pictures of things with interesting textures under the notion that at some point down the line if I have a model that needs that or a similar texture, I'll have something to composite into the texture mapping. Most of the ones I have used on models to date have been various metal textures and some wood grains. It's always good to have more options to work from when you're texturing. It keeps thing fresh and adds a level of realism to the object.
The diffuse map for the Bug Shack door
Above is an example from my Bug Shack model. On the door I added into the diffuse map composite a photo I had taken of a dinged up dumpster from outside of the school. This adds a bit of, well, texture to the image and makes it look more worn.
I highly recommend taking pictures of textures you see. They can inspire you on the models you create and come in handy when you want more that just a flat color. (Or the standard set of textures that comes in the program.)
Something else that inspired me this week, here's a little anecdote:
So I was at dinner with my mother and before even ordering I happened upon a bug on the table, which I proceed to batter with the menu. (Yes, I murdered a small wood roach; don't judge me.) Not wanting to freak out our server, I inform her of the dead insect.
She then, under obligation I'm told later, informs her manager. He proceeds through the evening to a) continually make sure we're having a satisfactory meal and b) comps our appetizer, my drink, and our dessert. (Yep, the bug bought me my first birthday drink this year.) It wasn't really necessary, but that's how they roll.
So two thoughts crossed my mind: 1) unscrupulous people probably bring insects into restaurants so they can get treatment like this (though I imagine they would demand satisfaction, but I have no real idea on that; I'm not an unscrupulous person, believe) and (this is the inspiring part...sort of) 2) in a future dystopian world, in the same scenario I would have been reported to the authorities for killing the wildlife and a charge for the menu would have appeared on my bill. I'm going to have to incorporate that into a story somewhere.
Ever little thing can be turned on its ear. Keep that in mind and keep creating.
I'll leave you with a brief game report.
D&D was played again. Goblins were defeated.
That is all.
(Not really. I also read through the rules of High Command, the Warmachine deck building game by Privateer Press. Now I just need to find some people to play it...)
Okay, maybe not all that short this week after all. In any case, have a great week and I'll see you back here next week with some level design news. Cheers