Okay now im stuck. That deco piece above should I just use it as piece of floating geometry to set up against the column? Or should I just use this as a normal map and texture it on the column? Which will look the best? I'm thinking the floating geometry idea, but I afraid it might up the polycount more. Any suggestions?
you could add a tiny bit of geo for that, like literally a few tris, but its such a small detail with not much depth that I reckon you could bake it down.
you could add a tiny bit of geo for that, like literally a few tris, but its such a small detail with not much depth that I reckon you could bake it down.
Yeah but those tiny tri's should they be floating or welded to the rest of the mesh?
That's a Victorian style of architecture, not Gothic. I'm not very good with interiors so I can't be much more specific than that. You might have an easier time finding reference if you're searching in the right century.
That's a Victorian style of architecture, not Gothic. I'm not very good with interiors so I can't be much more specific than that. You might have an easier time finding reference if you're searching in the right century.
A found the background info on the image. It says that is a Victorian Gothic town hall. So it's a mixed style.
At first I thought 2048x2 for the whole scene, that sounds reasonable for modular design.
Wait, hold on is that 2048x2 for just the pillar?
Wait, hold on is that 2048x2 just for the top of the pillar?
Doesn't UE3 automatically downsize anything over 1024 down to 1024 unless you set some override flags?
I would seriously adjust your texture budget down to something more realistic. Something like say 2048x2 for the whole scene. Which should be perfectly doable if you work modular and make a few tiles.
VIG is right about UE3 resizing enviro textures above 1024, it's best to just texture at 2048, resize to 1024 with bicubic sharper and then run an unsharp mask on it to beef the sharpness so that you counteract some of the compression.
VIG is right about UE3 resizing enviro textures above 1024, it's best to just texture at 2048, resize to 1024 with bicubic sharper and then run an unsharp mask on it to beef the sharpness so that you counteract some of the compression.
Excellent, but what is the "bicubic sharper" is that a max render filter?
when you resize images in photoshop you can choose between a couple different methods at the bottom like bicubic, bicubic smoother, bicubic sharper etc, "bicubic sharper" works well for resizing to a smaller size
when you resize images in photoshop you can choose between a couple different methods at the bottom like bicubic, bicubic smoother, bicubic sharper etc, "bicubic sharper" works well for resizing to a smaller size
1k for the pillar should give you a nice resolution of 256 PPM, if you want more id suggest splitting out the top and bottom onto a 1k with a 256x1k for the actual pillar, looks like a good setup so far.
I think that's a good overall plan for the modular pieces, but I see some areas where regular tiles could be used and save a lot of texture space. You shouldn't uniquely unwrap everything (at least not for the diffuse, if you decide to light maps that's a different ball of wax):
- The bricks in 5, 3 & 14 could be done with a single tile.
- The stripped pattern on the arches, could be a horiz tile.
- The bottom part of 1 and all of 2 could be combined to one tile.
- Each of the pillars doesn't need to be unwrapped uniquely, a few slight variations could be placed on one sheet and mix and match the UV's around so no two pillars that sit next to each other are the same.
- Or if one pillar was made out of a cylinder you could rotate it slightly for each pillar. So it displays a unique side. One texture for all the pillars.
- 6 & 3 could be combined into one mesh, and share one texture sheet. Using the same trick for the posts and the stairs. A few slight variations and some smart unwrapping go a long way in breaking up the repeating. You'd be surprised what kinds of tricks you can do on stairs with a really small strip, and some well placed UV's.
Hey Vig I kinda have a second thought here.I would just consider the arch as a half piece of modular object,which can be mirrored.Your suggestion will also work,but what if you need like unique damages to be shown on the arch pieces,where you make a nice detailed high res mesh which shows subtle weathering and things like that.
Yes some of the wall textures are like world textures,which can be tiled and used anywhere needed. This is just my thought..
1k for the pillar should give you a nice resolution of 256 PPM, if you want more id suggest splitting out the top and bottom onto a 1k with a 256x1k for the actual pillar, looks like a good setup so far.
Dude I am SOOO ignorant of these terms. What do you mean by "256 PPM"? Also are you suggesting that for the pillars that the top and bottom bases of the pillar should be 1024x and the middle tier of the pillar should 256x?
Each of the pillars doesn't need to be unwrapped uniquely, a few slight variations could be placed on one sheet and mix and match the UV's around so no two pillars that sit next to each other are the same.
Are you saying that I can create a map for two different versions of pillars and all i have to do is take the same pillar mesh and move around the uv's on the texture map to get two different versions? If so how do I go about making a 512 x 1024 map to fit things in with more space without the uv's stretching horizontally?
So instead of a 512x1024 you put two pillars side by side on one 1024x1024. I'd actually make that part of a 512 and pack on some other stuff like the top and bottom pieces.
As for the stretching, you can either start that way, by setting the custom bitmap dimensions. Or create a texture with those dimensions (uncheck use custom bitmap settings) and apply that to your mesh then start unwrapping. It's not too horrible if you have to scale it afterward, some times it helps to turn on pixel snapping.
One map should get the job done and is probably preferable if they are always going to be seen together and never separated. It will probably make them easier to paint if they're all in the same file.
I was trying to point out that you can texture 6 pillars with 3 unique parts (on one texture sheet) and no one would really catch on that the textures repeat.
Here's minor update of this project. SO much for getting this done in a short time span. I hate when other things get in the way.
Also this column is high poly and will be sculpted in Zbrush. I'm using the hi poly to low poly method. I unwrapped the high poly version, then will texture in photoshop, after that I will sculpt in Zbrush aided with a height map template created in photoshop, and bake. After all of that finally I will optimize the high poly to low poly. What do you guys think about that strategy?
Also one more question how does my pillar UV layout look too? Does it make sense? I think so. On the bottom of the UV layout I extended the long barrel portion of the pillar because that will be tiled.
Replies
Yeah but those tiny tri's should they be floating or welded to the rest of the mesh?
Im betting 2048 x 2
A found the background info on the image. It says that is a Victorian Gothic town hall. So it's a mixed style.
I always start out hi res then go low if need be.
Wait, hold on is that 2048x2 for just the pillar?
Wait, hold on is that 2048x2 just for the top of the pillar?
Doesn't UE3 automatically downsize anything over 1024 down to 1024 unless you set some override flags?
I would seriously adjust your texture budget down to something more realistic. Something like say 2048x2 for the whole scene. Which should be perfectly doable if you work modular and make a few tiles.
Yeah I was going to do the base elements a 2048 and the much smaller elements and 1024, but you say I can do the whole scene 2048x2?
Excellent, but what is the "bicubic sharper" is that a max render filter?
Ahhh. I didn't realize that. Thanks a lot.
Keep it coming
Vj
- The bricks in 5, 3 & 14 could be done with a single tile.
- The stripped pattern on the arches, could be a horiz tile.
- The bottom part of 1 and all of 2 could be combined to one tile.
- Each of the pillars doesn't need to be unwrapped uniquely, a few slight variations could be placed on one sheet and mix and match the UV's around so no two pillars that sit next to each other are the same.
- Or if one pillar was made out of a cylinder you could rotate it slightly for each pillar. So it displays a unique side. One texture for all the pillars.
- 6 & 3 could be combined into one mesh, and share one texture sheet. Using the same trick for the posts and the stairs. A few slight variations and some smart unwrapping go a long way in breaking up the repeating. You'd be surprised what kinds of tricks you can do on stairs with a really small strip, and some well placed UV's.
Yes some of the wall textures are like world textures,which can be tiled and used anywhere needed. This is just my thought..
Vj
Dude I am SOOO ignorant of these terms. What do you mean by "256 PPM"? Also are you suggesting that for the pillars that the top and bottom bases of the pillar should be 1024x and the middle tier of the pillar should 256x?
Are you saying that I can create a map for two different versions of pillars and all i have to do is take the same pillar mesh and move around the uv's on the texture map to get two different versions? If so how do I go about making a 512 x 1024 map to fit things in with more space without the uv's stretching horizontally?
As for the stretching, you can either start that way, by setting the custom bitmap dimensions. Or create a texture with those dimensions (uncheck use custom bitmap settings) and apply that to your mesh then start unwrapping. It's not too horrible if you have to scale it afterward, some times it helps to turn on pixel snapping.
To be clear this is what I was talking about.
I was trying to point out that you can texture 6 pillars with 3 unique parts (on one texture sheet) and no one would really catch on that the textures repeat.
Also this column is high poly and will be sculpted in Zbrush. I'm using the hi poly to low poly method. I unwrapped the high poly version, then will texture in photoshop, after that I will sculpt in Zbrush aided with a height map template created in photoshop, and bake. After all of that finally I will optimize the high poly to low poly. What do you guys think about that strategy?
Also one more question how does my pillar UV layout look too? Does it make sense? I think so. On the bottom of the UV layout I extended the long barrel portion of the pillar because that will be tiled.