Mount Olympus - Blog 10

 

Mount Olympus - Destiny Smith

Blog Post 10 - 4/13

     This week, I focused on completing the textures of my last two buildings, Demeter and Athena. I started with Demeter with the intention to not get too detailed because most of it will be covered in foliage. Demeter's building is very Earthy and filled with nature to go along with her domain of being the goddess of harvest. For Athena's building, I tried to match it to the original Temple of Athena in Greece. 


Demeter



    I used the same brick and gold textures that I have been using for all my buildings but created a different height map with different bricks. I wanted the bricks to be more sloppy and round. I also added moss on the building and seeping through the bricks along with some extra dirt textures. I did the moss by creating a fill layer, adding the brick height map, and setting the blending mode to subtract. I used a plaster material I found online (see below) for the roof. I painted on snake and mint leaf designs that I created alphas for.

 
     The statue and bench were textured separately because they were 3D scanned and the low and high polys needed to be synced up in placement in order to bake them on. I used a marble texture for both and added some dirt grunge maps to them to make them look a little dirty. I painted on the dirt on the bottom of the statue because of its placement in the dirt patch. We plan to fill this dirt patch with foliage inside Unreal.


    Since the top tower came from Artemis's temple, it was easy to texture and change the textures to fit Demeter. The columns around the tower were textured differently than the ones on the bottom. I loosened up of the dirt and moss since it was higher up. The fire pit on top of these columns I created a 'burning charcoal' texture for them. I added in a photo of charcoal, created a height map for it and used the height map as an Emissive texture. I also painted on some more color to add some more effect. 

 

Athena



    The Athena temple was my least detailed building out of the four I have made so far. This was because it is barely inside a close frame in our camera for the scene. At the beginning, our camera passes by it and only a fourth of the temple is seen. The rest of the video, it is in the background pretty far away. I used a basic marble texture I found online, added an ambient occlusion layer and a few dirt layers and grunge maps. The bricks and reliefs were baked onto the temple.


    The statue columns are from the original Temple of Athena and are 3D scans. Therefore, I did texture these separately in order to bake on the high poly details. The did turn out a bit brighter than the rest of the temple but I didn't think it looked too bad to fix it. Also,there are some of the high poly bricks where the temple didn't bake on properly but, like I mentioned before, the temple is too far out of frame to worry about small details like that.

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