Well, I figured this deserves it's own post.
It's a Skaven watchtower from Warhammer, I actually based it off of a
scenery article on Games-Workshop's website.
Once I finish the watchtower I think I'm going to do this whole
scene here.
I'm feeling really good, I'm back in the groove (once again). I'm doing all this Warhammer stuff to send to Mythic, I hope they like it
well, time to quit my yacking and show the goods:
the blank area in the middle of the skin is reserved for some alpha mapped hay, chains, ropes, and other doodads I haven't thought of yet.
Replies
(I hope I don't sound too confrontational, I don't mean to be)
lol, just kidding, don't worry, this is exactly the kind of stuff I want to hear.
I think I get what your saying, I should approach texturing this like it was a level instead of a character? Should I do one tiling rock texture, one tiling wood texture and then skin the bell like I normally would?
I'm with hawken on how you have used your texturespace. I think two tiling rock textures (one with the same dirt you have on the lower blocks) with a more chiseld look would be great.
usually the exposed interior sections of stone are much lighter. dull down those hotspots on the corners, too. unless the skaven polish their rocks to a high sheen?
I have a question about lightmaps, the Mythic job page list generating light maps as one of the responsibilities of the environmental modeler. All I can find on the net are references to lightmapping levels or coding tutorials.
Those are just my guesses.
I think the model is spot on. You could probably get away with more polys for some good ole' fashioned detail (skaven droppings, more ornamental wood carvings, etc.) As far as the stone and the questions concerning the use of one page utilizing your unwrapped UVs: I would more than likely make one texture sheet at 512 of TRIMS only (one plank of dirty wood, one ornamental metal trim, one ornamental wood trim, one of wood with a metal top with screws in it) and then ANOTHER 512 sheet with JUST rock. You can paint in some scratches and chips and such and make it look good on any of the stone models you re-use it on. The bell would need to be unwrapped seperately for sure considering it's awkward shape. Environmental texturing is ALL about trim and the re-use of sheets (well for now anyways). GREAT start all things considered, Justin.
Now the whole light baking thing, wouldn't I need to have the UVs laid out where nothing overlaps? Or is this something I shouldn't even worry about right now?
almighty_gir: I'll try and dirty it up some more when I redo the textures. The pillar that the tower is built around is an existing ruin (the block resting next to it is the top of the pillar broken off) so it won't be totally skaven-ish but I do believe those rat bastards would filthy the place up a bit.
thanks Matabus! I'll get on those textures first thing in the morning (I work nights).
Now the whole light baking thing, wouldn't I need to have the UVs laid out where nothing overlaps? Or is this something I shouldn't even worry about right now?
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Possibly 2 sets of UV coordinates?
It auto lays out the uvs in a seperate uv channel. Just like every other game engine that uses light mapping.
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Yeah, 2 seperate UV channels. One all layed out nice for your texture, the other for the light bake. The dark map channel is kinda like an overlay layer in PS.
I will laugh at you at work tomorrow, k?
Looks good so far, justin. You gonna apply here, or what? You could take my cube.
Yeah, Justin ... if you get a job here, you can have K's cube. I'm subsequently hiring his hitman now (off of craig's list). He's got me down for a substantial inheritance.
the watchtower would have most likely been built by skavenslaves, who are perminently scared. and when skaven are scared, they "squirt the musk of fear" slaves also crap themselves.... so i imagine not much of the watchtower would be very clean :P
cholden: I plan on putting dirty hay, bones, turds, anything else I can think of throwing in there. I'll also thicken up some of those beams, there are looking a bit anaemic.
almighty_gir: nope, I actually don't know much about the Skaven. I'm more familiar with the 40k universe and only just started getting into the fantasy one.
Here's what I got done this morning:
The textures need some more work, I whipped them up pretty quickly so I could lay out the UV's on the tower. I had some redundant areas in the wood originally so I redid the texture, I highlighted the unused space, I'm going to do a plank with rope rapped around it at intervals, might use that for the ladder planks.
A nice ambient occlusion or GI bake layer thrown on top of this texture at about 25-50% opacity would make a world of difference in making it seem more solid and massive, I think.
Keep it up!
With that said, I do feel that the textures could use some more shadow love.
MoP: yeah, the wood bites, I'm redoing that too
tried to work some shading in but still keep the texture reusable
I'll probably spend another day on the rock and then I'm done with it, I need to move on to the wood and the bell.
the wood textures seem a little grainy, but i think thats just the res, looks like a large image downsized.
either way its coming on nicely! perhaps tone down that bell a bit though!
Here's a quick paintover I did for the effect I think would work best on the bell... bear in mind it's just my opinion, though
Keep it up!
I had a hard time with the wood, it something I've never done before and I ended up relying on photo overlays more than I'd want to, my hand painted stuff ended up looking too world of warcraft cartoony. Does anyone have some good techniques for wood?
thanks for all the tips and suggestions, it's really helped me out. I've noticed while working on these textures that they would work good for a few other models, so I'm going to whip up a dwarven way stone and a skaven screaming bell (or whatever the bell thing is called)
Im no exspert at this justin but ill try and help.
I also do alot of wood stuff and do rely on alot of overlays t0o help me...the bit I find the hardest is making the grain looks realistic.
So what ive done is gone out found some nice wood grain and taken afew pics with my digicam....then opened the file in PS,adjusted curves/levels as nessary to an exstreme amount..so you can then select colour range and pick the general shapes of the grain,copy and paste onto a new layer and I then I use this as my template....if your going for a cartoony style erase all the other artifacts you may have picked up and tidy up the grain lines and then you have a nice wood grain to work with.
Hope this helps
john
I tweaked the wood a tiny bit but I think I'll just have to redo the wood from scratch. Got the bell dirtied up, I still need to add bolts to the iron bands
Also it looks like it's supposed to be a haphazardly constructed apparatus, made out of whatever was available by a primitive race. Yet the boards consistent thickness and overall neatness of the entire thing make it read like it was made from a lumberyard with a bellmaker with all modern equipment. Some more varying thickness on the lumber, as well as more bends would help. If not all the boards were a standard length it would add to the illusion of ill repair as well. Having the wood that travels around the bell be a bit more crooked and variagated would work well too.
Keep on trucking. If you get the gig at mythic, watch out for Kman, he is a fruit.
poop: I've bent, wiggled and generally tried to mess things up on this model but from a distance it doesn't really convey the haphazardness of it , once again, if my website wasn't down I could show some close ups. Any suggestions?
Always keep game distance view in mind while modeling and texturing, and check frequently from that distance.
Here's the model with a light bake and a simple ground thrown in.
I'm going to take another swing at the wood tomorrow and try to dirty this thing up.
Nice work