Texturing In CryEngine Part 3

Door And SignIn this Image I have added the final maps to my model in the form of the door, sign and windows. I chose to do both the windows and the sign to quite rundown and old to show how uncared for the building is. Moreover I put some  cracks through the sign to make it look very weathered and old.

I decided to keep the door looking quite well looked after despite it’s scratched handle and mossy hinges; however it does look slightly worn and dull due to the weathering factor outside.

Texturing In CryEngine Part 2

Plaster and Beams

In this image I have added the finishing touches and maps to the plaster work, beams and moss. With the use of a opacity blend layer I have used the moss to break up the tiling texture which was used  for the plaster on the building. Similarly I have used the beams to add detail to the building but again it helps to break up the tiling texture of the plaster.

To show the building is quite old I have added a moss and mold effect on  the beams, in between the brick work and in the various cracks and scratches of the plaster.

Environment sketch

Environment design final

This is my initial sketch of how I want the background too look for the character. I have taken inspiration from the image below as well as the Initial 2D concept found earlier in my blog.

The sort of background I want the character to be in is ruined to a such a degree that vegetation has started to grow again. The character may look slightly out of place however this should be the case as this is the style I am trying to create.

https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcS4KQ_PV3TGSH_AHF5my7YhdcgMKy47T4KMpLi4-gXizS4k-Cam

Image Source