‘A modular environment is an environment built out of reusable textures and models.’
Using vertex colours – painting/tint geometry.
Use vertex materials for damage
[Theory: Efficient planning for modular environments]
Separate textures – major, minor, decals
Floating plane with alpha map
PBR Workflow (Physically Based Rendering)
Video 1 – Texture Maps Explained – PBR Workflow (Physically Based Rendering).
- First image (texture cube) features a base colour, metallic, roughness, normal, height and ambient occlusion.
- Base Colour/Albedo/Diffuse – The literal colour of areas on a given space of your textures.
- Cube without base colour is just white.
- Metallic – The ability of your surface to reflect the imagery around it.
- If material is not too reflective (brick) the metallic map will be black and if it is reflective it will be white. Can adjust values in Unreal Engine.
- Roughness – The ability of your surface to reflect or absorb white light.
- White = Rough Black = Smooth
- Normals – Determines the illusion of depth and features.
- Height – The fake depth or height of areas on your map. (Bump)
- Parallax Illusion?
- Ambient Occlusion – Determines which areas are inherently darkened to simulate shadows. (Not essential).
Video 2 – Creating a PBR texture for Unreal Engine 4 in GIMP