Week 4 Update
General Roof Improvements
Throughout this week I have been making slight tweaks to the tile texture that I created last week. Firstly, one key thing that is important, is I now have it in engine with working tessellation that isn't too intensive or expensive to the engine. However, something that was bothering me was that the texture didn't fold around edges. So, to combat this I created a singular slate tile that I then placed around the edges to create more of a 3D look to the roofs. To create the textures for the tiles I simply exported one tile texture from my substance designer file and removed the color, in turn, left me with the grunge and black noise of one tile which when imported into engine allowed me to multiply it with a 3 vector to give me the same style of tile.
![](https://static.wixstatic.com/media/3ce41d_0bbcbb30ddbd4311864fc1f73b25dff2~mv2.jpg/v1/fill/w_502,h_390,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/3ce41d_0bbcbb30ddbd4311864fc1f73b25dff2~mv2.jpg)
![](https://static.wixstatic.com/media/3ce41d_9c1c11dfaec347109a68bceeb01c1748~mv2.jpg/v1/crop/x_51,y_0,w_740,h_638/fill/w_453,h_390,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/3ce41d_9c1c11dfaec347109a68bceeb01c1748~mv2.jpg)
![](https://static.wixstatic.com/media/3ce41d_1b91a9c01f7b4bc5992acfd17fb2eb01~mv2.png/v1/fill/w_957,h_399,al_c,q_90,usm_0.66_1.00_0.01,enc_avif,quality_auto/3ce41d_1b91a9c01f7b4bc5992acfd17fb2eb01~mv2.png)
I created five base models this week. I searched for images of Venice balconies and picked five that I felt would suit my scene well. While doing my research I noticed that buildings in Venice tend to stick to one type of balcony per building, as well as the more upper-class buildings have the solid stone balconies and the lower class looking buildings would have some sort of metal, wiery balcony. So, I have created a mixture of these types of balconies to create some variation in the scene.
Balconies
Brick Material
This week I started on my brick texture. I plan to use this texture on the buildings, to make it have more character I will be creating a plaster texture that will vertex paint on top of the brick texture. In turn, this will allow me to create more variants and will make the scene overall look more realistic. The texture you see below is in its very early stages and I plan to finish it this week alongside the plaster texture.
![](https://static.wixstatic.com/media/3ce41d_8ed26e4ea6944acfa194f7ee32608df5~mv2.jpg/v1/crop/x_0,y_0,w_322,h_322/fill/w_322,h_322,al_c,q_80,enc_avif,quality_auto/3ce41d_8ed26e4ea6944acfa194f7ee32608df5~mv2.jpg)
![](https://static.wixstatic.com/media/3ce41d_f6cf0afe458f4ad39f90b143329bce53~mv2.jpg/v1/crop/x_1,y_0,w_318,h_320/fill/w_320,h_322,al_c,lg_1,q_80,enc_avif,quality_auto/3ce41d_f6cf0afe458f4ad39f90b143329bce53~mv2.jpg)
![](https://static.wixstatic.com/media/3ce41d_f0c188c7c1c44b98b7849261c4a5d97f~mv2.jpg/v1/fill/w_323,h_322,al_c,lg_1,q_80,enc_avif,quality_auto/3ce41d_f0c188c7c1c44b98b7849261c4a5d97f~mv2.jpg)
![](https://static.wixstatic.com/media/3ce41d_29172b5020b64d5d8c92d06ca44974ed~mv2.jpg/v1/crop/x_4,y_28,w_1200,h_379/fill/w_931,h_294,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/3ce41d_29172b5020b64d5d8c92d06ca44974ed~mv2.jpg)
![](https://static.wixstatic.com/media/3ce41d_4c6e4cac296f48cf864bdad6b36170bcf000.jpg/v1/fill/w_493,h_488,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/3ce41d_4c6e4cac296f48cf864bdad6b36170bcf000.jpg)
Vertex Painting Moss
![](https://static.wixstatic.com/media/3ce41d_600c1f90c46f4fc282181a93328329b1f000.jpg/v1/fill/w_467,h_360,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/3ce41d_600c1f90c46f4fc282181a93328329b1f000.jpg)
So within my initial roof tile texture, I had moss implemented in but when seen on a large scale the pattern was very easily noticeable. So to combat this issue I went ahead and used vertex painting to create some variation to the tiles, this means that I can maybe hide any imperfection as well as any slight sight of a pattern recurring.