Spacey Substance
- olirant
- Nov 27, 2015
- 2 min read
This week has been entirely spent working on substance painter texturing parts of my Sci Fi hospital project. As mentioned last time, I'm somewhat downscaling now focusing more on the waiting room area. This isn't a problem for me I'd rather create a small environment rather well than stretching myself to make a large environment and doing it weakly.

Substance Painter has been extremely useful for this project, as it's helped me paint materials right onto the assets. For this project I am trying to make a very plastic slightly retro sci fi environment. One of the challenges of this week has been running that fine line between making everything nice and clean and that being too boring. If I don't add any wear and tear then the whole things look fake like some kind of toy. On the other hand, I dont want to add to much wear and make this look like some kind of horror environment. What I'm aiming for is a fairly fresh seeming environment but maybe one that has a significant amount of traffic, with some scratches and marks on the paintwork.

I think it's starting to work out. These screen shots are my first attempts at putting all of my assets together and seeing what works. I really like this shot, with the red and white reflecting off the environment. The choice to give this project a stark white and red colour scheme really does work, this seems to prove. I was at first worried about hte texture limit for this project but it seems to be going fine. I have some texture sheets left and nothing seems too low detail so far.


With this being the first attempt putting the level together lots of things need adjusting. For example some parts of the rughness here just look messy and shiny. And at the moment I have no proper lighting information. Strangely enough this looks quite good so I'll have to experiment with this.


The level also currently doesn't have any collision information. I had some problems with this earlier, as I realised the shapes I'm working on are going to require some rather difficult collision meshes. This also definately needs lightmaps. But these main parts being in and working is definately the most important. I need to change some things. Like these lines on the ground. I actually put these in deliberately to make sure there was no awkward clipping but it just ended up looking silly. Thats why putting the level together right now is important, as now I know exactly what to work on.
The first priority is populating the environment. I have some small assets in place but what we really need is the main desk and following chairs. I really need the monotonous atmosphere of a clinic waiting room that I've really got used to over the last few weeks. I'm also very aware that I need some stuff that makes this screem hospital more. As now without having operating rooms it might be hard to tell. Some wall deacals or something similar would go a long way.
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