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wozim
22-07-2006, 05:10 PM
hi all here is my latest work, I textured this building, texture size 4096x2048 <br>3 maps diffuse,specular &amp; normal map.

http://img261.imageshack.us/img261/6033/buildingtexturedrc5.jpg

assam-villa
22-07-2006, 06:40 PM
good texturing buddy.................<IMG src="smileys/smiley1.gif" border="0"><IMG src="smileys/smiley32.gif" border="0"><IMG src="smileys/smiley32.gif" border="0"><IMG src="smileys/smiley32.gif" border="0"><IMG src="smileys/smiley32.gif" border="0">

ajayashish
22-07-2006, 08:12 PM
hey great work dude... do post some techniques so tat we can do something like that too... will be helpful for us

ghostdogg
23-07-2006, 01:27 AM
<P>Hi mate.</P>
<P>thats good work. Like the grimey feel to the building.</P>
<P>It is good to see some more ppl getting involved in the game art section.</P>
<P>I have a few comments about your model and I hope you dont mind&nbsp;me being a bit critical.</P>
<P>I like the texture on the side of the building,&nbsp;i think you should continue the edging along the front as well. right now im not sure it is working too well.</P>
<P>I think you should not have a lot of shadow information in the texture when you&nbsp;use normal maps. I think the shadows are too harsh on the cracked plaster and bricks on the front&nbsp;of the building. The textures at the top of the building need a bit of blending, just so it looks a part of the same building. Also, the bricks on the corners dont seem to be tiling.</P>
<P>Finally, &nbsp;I have seen this a common problem for most people going from doing artwork for current gen to next gen games. The texal density needs to be mentained throughout the model. If your textures are stretching in some areas and appear low res while in other areas they are sharp and detailed, then normal maps will look stretched and not work as well as you want them to. </P>
<P>The second image uve posted, I assume you are using the same texture on the first floor as for the walls near the door way. The texture and the normal maps seem to work well near the door but on the first floor they are stretched and I think it loses a lot of detail.</P>
<P>keep on posting more good work.</P>
<P>cheers</P>

rockyj123
24-07-2006, 10:50 AM
<P>i'd second that ghost..</P>
<P>also the graphiti on the side walls are too big.. i assume the ground floor height would be 10 feet...it would take a giant spray to make such a graphiti..</P>
<P>&nbsp;</P>
<P>btw.. is this a texturing test for rolta?</P>

wozim
24-07-2006, 12:24 PM
Ghostdogg:<br>Client's requirement was such, they wanted more texal density at ground level, Coz player is going to be closer to the ground level then top. <br><br>Rockyj123:<br>No, thats not for rolta test.<br>

Nivedita
24-07-2006, 02:19 PM
<P>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Hi........Wozim,</P>
<P> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; one more great work of yrs.<IMG src="smileys/smiley1.gif" border="0">the building is looking really old.it reminds me one of my nighmares.......where i got stuck in such place and somebody was trying to kill me.oops.............got scared again.<IMG src="smileys/smiley11.gif" border="0"></P>
<P> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; well.............nice work wozim.great texturing.........<IMG src="smileys/smiley32.gif" border="0"><IMG src="smileys/smiley32.gif" border="0"></P>

rockyj123
24-07-2006, 04:03 PM
also i think its lacking shadows...specially near the door and glass

wozim
24-07-2006, 04:11 PM
rockyj123:<br>ya they didnt ask for vertex shading!! May be their rendering system is powerful to handle realtime shadows.

ghostdogg
24-07-2006, 05:52 PM
<P>i think itz good not too have much shadow info in the colour texture for next gen models. Cause this will screw up the normal map......as in the normal map will work but when the light source changes it will look weird with the shadows in the texture.</P>
<P>Most likely thsy will be using an ambient occlusion map, this will give the model general light and dark areas and it will light properly in the engine and will work fine with normal maps, etc.</P>
<P>cheers</P>
<P>&nbsp;</P>

wozim
24-07-2006, 08:23 PM
ghostdogg:<br>Are u using any viewer to check model assets in realtime environment preview?&nbsp; I need one. <br>

ghostdogg
24-07-2006, 08:58 PM
<P>naah man dnt have a viewer.......but we have custom&nbsp;shaders for maya that you need to plugin all the maps.</P>
<P>unfortunately they are properitory tools so I cnt share.</P>
<P>ask the company that you working for to provide you with their shaders........this will reduce the number of times the work is sent back and forth for fixes.</P>

Digital3d
20-07-2007, 09:51 PM
Hi Wasim Bhai
I can't able to see any building here in your thread?
Please tell me what happens? Why I am not able to see the Image? I can see other post's images but here is no any building which you talking about?

satan
23-07-2007, 05:47 PM
Same here. I'd be really glad to see your building. Did you remove it as per the client's request too?? ;)

Looking forward to it. :)

wozim
02-02-2008, 06:08 PM
Building is back :D

satan
03-03-2008, 08:38 AM
Very nice indeed .... it seems it's very low polygonal and yet you got to pull out loads of details with your texturing skills ..... very good job. :D

don_rulez
20-07-2008, 04:30 PM
nice try ....