This project bridges the gap between Tomb Raider Level Editor workflows and contemporary texturing techniques. It explores how stylised, blocky architecture could support more complex material development.
The foundation started in 2017 with photographic samples of abandoned buildings. These were processed into tilesets for a TRLE project called Lost and Found. The same textures then became the basis for deeper material experimentation.
A triangular arch mesh was created, and UV unwrapped to serve as a testing ground. The base texture was brought into Substance Painter. Layered materials were built directly onto the geometry. This marked a shift from traditional tile-based texturing toward more sophisticated approaches.
The rocky wall texture was further developed in Substance Designer. It was transformed into a rust material through procedural techniques.
The work represents a deliberate transition. It connects the constraints of 1990s game development with current industry workflows. The result demonstrates how foundational texturing principles can evolve into more nuanced material creation.