dregs level design


Bunkbed
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WIP screen shot in UEd of Bunkbed (gives me a better idea of how the asset responds to normal map than using Max).

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For this asset, "panel" sections were layed out of various material types to a single material which covered other assets for this game which included all the tool groups. This approach is the most economical for game engine performance when a single material is used for multiple assets. Almost all material "panels" are tileable in both directions.


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Maps

Here are the Diffuse, Specular and Normal Maps.







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Last updated July 27th, 2010

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