As of just now, I have finished creating all of the individual color ID maps for the floor textures, seen below in my progress tracker.
Next steps which I plan on carrying out (bolded are the ones I intend to focus on in the next month or so):
- Finish modeling wall textures (30 ish to go).
- Finish modeling a few detail textures.
- Create material ID maps for all wall/detail textures (60+ to go).
Paint all diffuse maps using a common substance painter project file(s) to maintain consistency and allow for texture creation in an assembly-line fashion
- This will save me immense amounts of time with the texture painting process, and also allows me to add even more variant maps (paint colors, rust, cleanliness etc).
Create modular environments in 3ds max using floor/wall/trim/detail textures that will fit on a common grid size
- Will likely have to model/bake additional greeble textures for this step, although this will be simple and not time consuming as I can splice the existing high poly models I have available. This will allow me to cannibalize some details and spend as little time modeling from scratch as possible.
- Pipes, structural elements, etc.
- crates, desks, canisters, infectious growths, lighting elements, blood decals, doors with animations, etc.