Hey guys, I am making an environment right now but, I have a question on the texturing. I was texturing the walls and the ground for my environment. I am wondering if it is too pixelated? I am using high resolution pictures but the wall and the ground is on one 1024x1024 map (top half is the wall that tiles left to right and the bottom half is the ground which tiles left to right). If this were to be in a game like the xbox 360... Should I do the wall on one 1024x1024 map and the ground on another 1024x1024 map to have it look clear even if a character were to come close to it? Here are some test renderings. By the way don't worry about the cracks yet, I didn't unwrap it yet.
This is a quick render with no lights ect.
This is the wall before I zoom in.
When the cam gets this close to the wall.
It looks like this.
When it gets even closer....
The wall looks like this...
Are the textures to pixelated??? It looks too pixelated to me... But how do I fix it?
Replies
You may want to cut on texture filtering in max viewport: Customize > Preferences > Configure Driver (bottom of Configure Direct3D window)
Be sure to watch your pixel density, and try to keep them all at the same level.
You may want to cut on texture filtering in max viewport: Customize > Preferences > Configure Driver (bottom of Configure Direct3D window)
[/ QUOTE ]
you'll have to restart max to see the change.
Just a question, are going to make the place more gritty? The walls are definitly pointing towards a more dirty look. Well, if not, I'd like to suggeset you'd take the grittyness of your right door there, a bit of the walls and use it overall. One other thing, could you post a couple of pics showing more of that wall of vents and cables?
Perhaps it'd be nice to see a bit of variation as well, seeing the scribbled door having a bit of focus because of its variation in color; but that's more of a parenthesis.
Nice room tho.. i'm just one of those asshats that try to see a reason why theres holes in a wall or if it's just put there for no particular reason.
Just an idea...
Coming along nicely
** Oh yeah maybe add some variation to those crates. Some painted logos, shipping labels. Anything just make them different.
why is the hole there? If that is decay, then it is too localised in the room. If it was an accident then you want more blast damage.
There would be a trim between the floor and the walls.
Those boxes are blocking up one of those vents - very large vents they are too.
just be aware of this as you continue with the scene and ESPECIALLY when you undertake the lighting. You really need to work color and contrast, focal points, pattern, and composition into the scene. Lighting will be an excellent way to accomplish this, but maybe it's worth thinking about reworking your textures too. right now it's just too much grey, too flat, and too drab.
I can't imagine anybody come in this room, close the door, tag it, then leave the room.. doens't make any sense for me..
By the way, I save the file as a targa file.
Then your room is just a box. Not the most compelling shape. Some support buttresses or ceiling trim/support would go a long ways to making it look a bit more interesting. A bit green everywhere too. A different colored plain concrete floor might give it some more variety.
Also, it doesn't seem very likely that the concrete would crack like that when a few bricks and a pipe fall onto it. I'd imagine something much heavier would create such damage. And the graffiti look like done in marker, and as such they look too large (compared to what you have on the door), aside from it probably being hard or impossible to write so nicely in markers on such bumpy, unplastered wall. Spray paint would be better choice, methinks, and more believable. Finally, if those planks are nailed into the brick wall (weird thing to do anyhow), then you better put some nails in that texture
So just thinking of how and where the details would go, usually adds a whole lot more interest in the process of creating environment, and it should be more enjoyable that way - as you try to figure out where the dirt came from, who could have left that object over there and for what reason, and even make up little stories about history of the place as you go - I'm sure you'll come up with much better and more believable solutions. So keep it up!