Creative with materials


Creative with materials
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Sometimes you may reach a certain limitation of the engine you are working with and this can cause stress when you want to add more unique content. For all my Off Limits levels on Source I hit a limitation at one point or another. For instance texture memory, T-junctions, draw calls, etc… For the texture memory I learned to re-use a lot of instances from materials already in the level without loosing much detail of what I’m trying to create. A technique I later used on Mirror’s Edge as well when levels ran out of memory on either the Xbox 360 or Playstation 3. It also saves time which can be very important in this industry. Here is a quick example of a material I re-used a lot in Styx. This material was originally created for the elevators within Styx. Later used on the subway entrance doors, the subway station overhead platform covers, the entire lobby interior, the Carter hotel lobby, etc…

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