Hey
I´m about to unwrap and texturing my abandoned apartment, but how should I start?
If I unwrap all the walls on one texture map, its going to tiles right?
And then I was thinking of unwrap all the walls and put them on a texture map, but on its own places?
How would you guys do it?
You can see my blockout here.
Does any of this make any sense ?
I hope, cause I really need your help.
Replies
So, just make or grab a tileable wall texture, remove the subdivision modifier from your wall mesh, and uv it to the texture. You can tile with sizing up or down your uv shells, or with typing a tiling value into the shader. So when you use tileable texture, the uvs doesn't really need to fit inside uv 0-1. Are you going to use baked (from highpoly) normalmaps on every prop?
Subdivided? what do you mean?
Yeah Im going to use normal maps on all props? Is that a stupid choice?
Subdivided means it has a geometry modifier on it that divides the surface into more polygons (Turbosmooth in Max for example).
" Is that a stupid choice?"
It depends on some things, but not a stupid choice. If the wood furnitures will use the same wood texture then maybe it would be better to use tileable on these too. I know, ambient occlusion bake, but you can use a secondary uv channel for the ao.
But how do I make the "fluffy" edges around the holes?
Yeah okay
Okay, I start with the walls and after that I will think of the best way for the furnitres
What about my trim at the bottom?
And after I finish my wall, I would like to put it into UDK, so I can still use this method?
What? I never said this You need to unwrap, after you modeled them.
The trim can be in its own texture. This way you can keep the wall textures tileable on both directions,that can give better resolution, cause you can tile it as high or small as you want, and the trim won't be repeated around the surface.
"And after I finish my wall, I would like to put it into UDK, so I can still use this method?"
What you mean? The two textures on the wall?
okay, and then after I unwrap the walls I can make the "fluffy" edges in photoshop with a alpha?
No I dont really know what my question for that was nevermind
Yes, but be careful with alphas. They can be more expensive than you would expect. There are a lot of cases when it worth more to add more geo instead. Actually adding a few more polygons is a lot more cheaper nowadays. There are issues with alphas when many of them are overlapping each other, they can be rendered really slow, but this comes up usually with dense grasses for example in my experience, probably you won't have rendering speed issue with them cause there won't be too much area with alpha, and they won't overlap each other. So you choose, geo or alpha.
Now that I have unwrapped the walls (see the image) but I can´t figured out how to use the alpha, because if I want to make the walls bigger, then my alpha dont match the new scale?
So I could put the hanging parts and the trim in the same uvmap for example?
But I think maybe we not thinking the same thing when I said the "fluffy" edges? beause its not only on the hangning parts but also around the hole. So thats why I dont understand how to get the alpha to work.
as you maybe can see on the images, I have try very quickly to show what I mean by fluffy edges around the hole. And with that I can´t scale it up because then the alpha wont follow.
I don´t hope you give up on me Im just trying to understand it
So for the texture in the hole is also a cubic projection?
how do I do cubic projection in 3ds max?