Hey there peeps!
Next week I will receive the opportunity to model and texture the interior of a building. My colleague will then set it up in Unity, and create VR functionality so that the client can showcase it to investors or something. A sort of real-time architectural visualization.
I have only ever done characters and objects before however, and I am not very trained or practiced in environment art. I am sure I would have no trouble creating chairs, desks, lamps etc.
What I am unsure about is the building itself. Walls, roof, stairs etc. If the building is very large, I simply don't know what to do texture-wise. What do you do when such large objects come into play? Unwrapping a character makes sense to me, environments.. just don't.
If my post is too large to cover, let me know if there are any courses, tutorials or reading material that I should check out. Thank you so much for your time.
Replies
http://wiki.polycount.com/wiki/Modular_environments
I'm almost done putting together a warehouse I made from scratch and what I found the most helpful was finding blueprints and schematics of buildings. It helped me tremendously in understanding what materials make up a building and the final task left is putting everything together, like a jigsaw puzzle.
And one more thing. PROPORTIONS.
It's very important to measure everything you have and get it looking to correct human scale. It's a mistake I see alot by beginner environment artists where they make objects look far bigger or smaller than in real life. Even better, get a 3D human model, scale down to 5 Foot 8 inches, and place it in your scene.
Yep leverage modularity, be it interior or exterior level design. I'm far from cognizant with the discipline myself but in order too further understand (...somewhat) the art creation process I typically turn to 80lvl for a leg up most of the time:
https://80.lv/articles/understanding-modular-environment-design/