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Brink of Extinction is a challenging tower defense game set in the ruins of human civilization. Battle swarms of insects over 15 campaign levels and 6 endless mode levels. At your disposal you have an arsenal of brutal weapons, ranging from machine gun turrets to plasma and rail turrets. Following dramatic changes to the eco system, insects started mutating, growing into large and vicious creatures. You lead an advanced group of human survivors tasked with the collection of resources and protection of the remaining human populous. Gather 67 achievements to unlock the entire achievement display area, a trip through the different scenes encountered in the game. View turrets and enemies in detail as you encounter and unlock them in the campaign, and learn about their respective weaknesses and strengths.

Post tutorial Report RSS Turret textures in Brink of Extinction

A short step by step display of how I made the textures for the turrets in Brink of Extinction.

Posted by on - Intermediate Textures

Hello,

This is just a short step by step tutorial on how I went about texturing the turrets in Brink of Extinction. What design decisions that went into it and the mistakes I made before I got things looking the way I wanted.

Like the enemies, pretty much the entire UV is mirrored. Before settling for mirrored UVs I unwrapped the entire mesh. This oftentimes meant more work unwrapping, but also essentially cut the texture resolution in half, which was especially bad considering I wanted to keep the texture size to 2K.

Since there are no details that are only on one side, mirroring mostly everything is a fine method in this case, and for the most part, you can either only see one side at a time, or view the turrets from above and at such a distance that you will not be able to make out any repeating details that look out of place.

Base UV

The base texture for most turrets in the game is a smooth metal texture, with a masked rust texture on top to add a bit of a worn feel.

I tend to bake either shadows and/or occlusion in Blender to give the texture a bit more depth. It also makes lighting look nicer in game in my opinion. On top of the baked shadows I often add an overlay layer with darker edges.

Base texture and shading

Some details are too small to be modeled in so I use the same technique as with the edges, an overlay with darkened corners. These overlay layers also form the foundation for the normal map I generate in Photoshop, the darkened corners giving the edges a more rounded look.

Overlay details

Generally, as mentioned above, the turrets are viewed from such a distance that minor details won't show anyway, but I also add in some nuts and bolts and other minor details. I also mask out what will be lit with the emission map in Unity.

Details

All turrets in the game have a theme color to set them apart in more ways than one, and hey, color is nice (BoE is fairly colorful for a post apocalyptic game). The colored areas also get a darkened edge to make it look like paneling, and also nuts and bolts.

Color

Lastly I adjust the texture with contrast layers.

Most of the components in the texture (with adjustments) are then used to make a normal map, specularity map and emission map. Finished turret:

Finished

/ Dispering Minds

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