Sunday, November 23, 2025
Tuesday, November 18, 2025
Thursday, November 13, 2025
B Phase
Texturing Workflow: Painted Normals
I found a few articles talking about the painting and animating methods that were used in Into/Across the Spider-Verse and found they actually created their own tools and plugins to make the process seem seamless. Skills and time that I did NOT have... but one article on 80LVL had a pretty similar method of painting that emulated that style really well, along with some cool comic brushes that really brought everything together to give the cool, painterly, printer error look. It took some time painting on the normals because of the plug-in I used called "Very Normal Paint" on ArtStation that allowed me to paint on the World Space Normals. I had to color pick from different areas of the baked mesh and do the strokes individually, then paint on top of it. Very fun! Took a long time haha.
In-Engine
I found a few articles talking about the painting and animating methods that were used in Into/Across the Spider-Verse and found they actually created their own tools and plugins to make the process seem seamless. Skills and time that I did NOT have... but one article on 80LVL had a pretty similar method of painting that emulated that style really well, along with some cool comic brushes that really brought everything together to give the cool, painterly, printer error look.
It took some time painting on the normals because of the plug-in I used called "Very Normal Paint" on ArtStation that allowed me to paint on the World Space Normals. I had to color pick from different areas of the baked mesh and do the strokes individually, then paint on top of it. Very fun! Took a long time haha.
Painted Zoo Round 1:

Substance Designer


Floor Tiles
Wall Textures
Found a real neat tutorial for making the floor texture and modified it a little to be nice and fancy but also blend in with the shading in-engine. I had to use a color overlay, otherwise the shader would make it bright like a light.
Spiderverse-ifying Realism in Painter
For the next week, I'll be touching up the wall textures to look less realistic. Adding some rake marks and pencil outlines.
Reference
Monday, November 10, 2025
Thursday, November 6, 2025
C Phase
In Engine
- Sculpted high res for the cushions, pillows, pot decoration
- Added books to bookshelf
- Added new chair for the library corner
- Fixed low poly UVs
Assets
Wireframes
UVs
This week I worked on revising some of the UVs of my low poly meshes, cleaning up topology, and then upresing the meshes to bake details that will be textured for next week. I had a little trouble with some modular pieces and forgetting to UV and mirror polys to make baking easier. I have LEARNED!! And will be faster with modular items next time.
My biggest concern for next week is what textures will be apparent in the level when I actually apply them since our shader fills in shadows. May have to work with the group about the intensity of the comic book lines and exposure. Another point of concern is having to relearn foliage for the potted plants around the penthouse.
Perforce shenanigans
Subscribe to:
Comments (Atom)
Final Project Post
Stylized Cannon High Poly Low Poly Final Res: 13.1k Textures The Yamato Low Poly High Poly Final Res: 37k Textures Final Res: 37.1k












