update on environment and texturing

So for my level i dont have much of an environment, just a beach. Im not fully sure how i want the beach to look like yet though, so i made the correct sizing and will add extra details to it later. I want to finish the rest of my level first before i focus on the level



what i’ve mainly been spending my past few days is learning a new software I was introduced to called substance painter. I want to use substance painter to texture my level, so I used it to finish my detailed model gun as practice. This is how it turned out. I have already just begun the process of texturing my modular level. I really like this new program and it’s ability to create interesting and realistic textures with good normals easily, but it took awhile to get a handle of.


Clutter and Terrain

My level is entirely indoors and there are no windows, however there is a hidden cave area where I can create terrain. A lot of it will be walls and a ceiling, so I will need to make meshes for those sections, but I made a terrain section for the floor. It contains a general layout for where I want the walls, a pillar in the center, and is textured with hand-drawn rock and sand.

I worked primarily on making some more models for my kitchen sub-kit and clutter. Right now a lot of the models aren’t properly textured.

Additionally, I start constructing my level. Right now I have the layout for the dining hall, with the kitchen planned to be on the right.

Environment progress

Since my game is mainly inside, I won’t have a lot of outside environment in my game.

That being said the times where the outside is visible, like from a window, I want it to give off the same theme as my castle.

I’m going for a dark spooky Gothic feel, and I played around a lot with terrain, lighting, and textures, to see which ones fit best in the environment.

Basically my game is going to be at night time.

The entire castle is gonna be on a plateau surrounded by spooky spiky mountains and other plateaus (that could be part of the level??) to give it a nice scary isolation feel.

Also, for some reason my maya files keep messing up when I send them to the lab computers, so I guess I’m gonna have to make another version of my dead tree there.

Here it is on my pc:

I added like these little strings to look like spider webs I think it looks pretty neat.

Textures and model are hand drawn

Here it is when i export it to the lab computers:

(also I checked, the psd file is literally just one layer with this one texture, for some reason maya hates it on the lab computers, for now just use imagination and replace all the stock trees with the dead ones)

Hopefully I can figure out a way to not make it mess up



Though my game takes place indoors, there are two parts of the castle where the player is exposed to the landscape, so I wanted it to be something worth going outside to look at. On the round circular mounds there are going to be houses to make it kingdom-ish.

Terrain+Room Objects

My game is mostly indoors so I just made a terrain that will be seen from the windows. I plan for my room to be on the hilly open grassy area. I want to be able to see the trees and the lake from the windows.

I started modelling some extra clutter to be in my room. I used references from the medieval site.

Outdoor Progress

I was really short on time this week due to a ton of stuff coming up for other classes, so I didn’t get as much done as I would’ve liked. Hopefully I’ll have more time to really do things this weekend.

I changed the color map on my shell helmet so that there was a little bit of a rusty factor. You can’t tell too terribly much, but I changed the lighting too to help the effect.

I think you can see the varying tones best in this one.

Then I started making some plant groups! I’m also going to make individual pieces (or smaller groups), but I wanted to start with the bigger chunks since a lot of my level is going to be sort of an overgrown forest.

This one is my favorite. It looks so soft.

I started making some more clutter for my level too. Most of the stuff in this scene is for a marketplace setting, which is something I plan on having in the center area of my town section. I have some more things in mind that I’d like to make for this too. 

I also made some changes to the main tower in the town so now it looks more whimsical. I need to finish up the door and some trims on it before texturing. 

I found a tree pack on the Unity asset store which I really like. I don’t remember what it’s called, but if anyone is interested I can find it again and share! The pack also has birch trees (which I have in my level I just didn’t screenshot).

Then here’s my start of the landscape layout. I have to make it pretty large since it has to be overscaled due to Max being the main character. The chunk that dips down in the lower right corner (kind of a bean shape) is where the town is going to be. I’m probably going to make that a bit larger since most of my assets right now are town pieces. I’m going to make a lake or two on the left side and upper right.

My time of year that I’m going for is end of summer, start of autumn. I’m going to see if there’s a way to change the materials on the trees I found to match this a bit better so I could have some more variations, but I set up the lighting to fit the mood a little better. I’m probably going to make it more orangey for a sunset, I just wanted to make sure my grass texture didn’t look completely dead for the screenshot.

New and improved sword high detail object


So I made a bunch of changes.

First off I got the color scheme to fit my original vision, and I think it turned out pretty well.

I had to redo the hilt completely because it was way too organic to map out a handmade texture, so I had to redo everything for that.

In terms of textures I hand drew all of the Albedo, Normals, and Metallic textures. Overall it fits my original vision of what I wanted.

Also the engraving turned out really well on the blade.

I want to add more detail to the texture of the top part of the hilt but given how many polys it is, it will be difficult to map out the texture for it.

Also metallic maps are super easy to do so that’s good.

Axe Update

I rounded out the axe’s handle by applying a smooth to the relevant faces and added a smoothness map.