2 things that jump right out that youre doing wrong.
1) wasted UV space. your UV clusters should be packed much more closely together and your clusters should be bigger. wasted space means you have to have larger texture to keep the resolution and that will slow everything down.
2) i see a lot of repeating texture (on the wood). if the whole wall is going to have its own unique unwrap, then you should make the whole thing unique and not tile the same small bit of wood texture over and over.
anyway I'll give you a full critic once im home and I can examine this better, uv space is the first thing I see that can use improvements, I'll do draw overs later.
the house isnt layed out logically really. given that you're phototexturing it i figure you'd want it to look right.
Basically, you've made something that has the layout/fills the purpouse of something like a log cabin but built full-fledged house components onto it. For example the roof is more of a complex setup which you'd see on a more average-sized house than this one. I'd suggest having a simple ridge roof for something this small or even just a single slope to maximise how much internal space you have and simplify it.
I'm just speaking from the point of view of someone who does drafting shit as a job, it looks strange to me. I suggest either simplifying it, or reworking the layout - draw rooms first and then generate a footprint from that. It'll look more convincing.
the house isnt layed out logically really. given that you're phototexturing it i figure you'd want it to look right.
Basically, you've made something that has the layout/fills the purpouse of something like a log cabin but built full-fledged house components onto it. For example the roof is more of a complex setup which you'd see on a more average-sized house than this one. I'd suggest having a simple ridge roof for something this small or even just a single slope to maximise how much internal space you have and simplify it.
I'm just speaking from the point of view of someone who does drafting shit as a job, it looks strange to me. I suggest either simplifying it, or reworking the layout - draw rooms first and then generate a footprint from that. It'll look more convincing.
the wasted space needs to be utilized more efficiently, if you have a texture like the siding that's going to be used all over the house then you can overlap those UV's to save space as long as its not going to use a normal map (some engines and apps dont like that)
the wasted space needs to be utilized more efficiently, if you have a texture like the siding that's going to be used all over the house then you can overlap those UV's to save space as long as its not going to use a normal map (some engines and apps dont like that)
Hey this is looking nice for a start. I do believe your heading in the right direction. Like everyone said the first major issue is the uv's. I don't know what your time constraints are on this project but I'd recommend re-model the house a little bit. the walls could be beveled. The awning still seems strange to me. Maybe its the structure of it or maybe it's just the way it looks with the roof. Once you rework the modeling then redo the uv's and follow what the others were talking about. Overall it is a great start but it does need quite a bit of work to get better.
ya the people on these boards have no idea what its like in the real world. Admins of polycount here have no clue what he can expect in the real world...
Hi TalktoNorman,
I'd like to point you in some directions by suggesting you look into "texture tiling techniques" for environments. There should be a number of good search results that will point you to an informative forum thread, video, article, or tutorial on the subject that will be useful to you.
Also, I'd seek out basic knowledge on how to determine efficient textures in an environment, how they influence draw calls, etc. These two things should point you into a healthy direction!
I feel like ive mucked up your plea for help, so im going to help you a bit more if I can....
What KP is talking about is a texture like this;
Ive sorta boiled down what you have in your UV's to 256x256 texture. The roof is supposed to tile from left to right. ( although mine doesnt as this is an example.) Since your wood wall texture is essentially tiling across your page to fit the geometry, I cut out a single tile, the rest of the tiles are redundant. the geometry can be cut and placed over top of each other on the same tile in your texture. Ive done the same with the window. I added a grass and grime texture splash as well. these would need alpha textures and then be placed on planes and arranged in the scene or used as decals in some way... Of course this is a 2 second cut and paste job so you should work a bit more at it, but I hope this gives you a better idea how you can shrink your texture and cut your geometry to fit into this texture space. I say that because it looks like you pulled apart your geometry then painted your textures inside the lines. Try thinking of boiling down what you essentially need to show and then forming your geometry to that. its a give and take with geo vs. texture counts.
I feel like ive mucked up your plea for help, so im going to help you a bit more if I can....
What KP is talking about is a texture like this;
Ive sorta boiled down what you have in your UV's to 256x256 texture. The roof is supposed to tile from left to right. ( although mine doesnt as this is an example.) Since your wood wall texture is essentially tiling across your page to fit the geometry, I cut out a single tile, the rest of the tiles are redundant. the geometry can be cut and placed over top of each other on the same tile in your texture. Ive done the same with the window. I added a grass and grime texture splash as well. these would need alpha textures and then be placed on planes and arranged in the scene or used as decals in some way... Of course this is a 2 second cut and paste job so you should work a bit more at it, but I hope this gives you a better idea how you can shrink your texture and cut your geometry to fit into this texture space. I say that because it looks like you pulled apart your geometry then painted your textures inside the lines. Try thinking of boiling down what you essentially need to show and then forming your geometry to that. its a give and take with geo vs. texture counts.
Remodel huh...well there are no constraints on the project and i do see what ur saying about the bevel....so i prob will restart and put everyones ideas into work on the same project
Hey this is looking nice for a start. I do believe your heading in the right direction. Like everyone said the first major issue is the uv's. I don't know what your time constraints are on this project but I'd recommend re-model the house a little bit. the walls could be beveled. The awning still seems strange to me. Maybe its the structure of it or maybe it's just the way it looks with the roof. Once you rework the modeling then redo the uv's and follow what the others were talking about. Overall it is a great start but it does need quite a bit of work to get better.
That will be a good idea. Don't feel like we're telling you to scrap it cause its no good or anything,
Just that in my experience, when you're fairly new to modelling, you learn more quickly when you start new small models rapidly. Then it's the third or fourth time you're doing the basic actions, and you have a more solid base to work from/tweak.
Think of it like learning a song, you don't need to play the whole way through first time, you play until you feel like you can go back and do better, or until you get confused, then you start from the top again until it becomes second nature, then you can build on the next part, and so on and so on.
Harry just made an excellent point. It'll be good experience. If you do the same thing twice, your work-flow will become quicker, more precise and you'll get more comfortable with it. Yeah about the beveling, it will really help get rid of the sharp corners, thus making it feel slightly less "boxy". The bevel also helps the transition of light around your model so there is less contrast from surface to surface.
That will be a good idea. Don't feel like we're telling you to scrap it cause its no good or anything,
Just that in my experience, when you're fairly new to modelling, you learn more quickly when you start new small models rapidly. Then it's the third or fourth time you're doing the basic actions, and you have a more solid base to work from/tweak.
Think of it like learning a song, you don't need to play the whole way through first time, you play until you feel like you can go back and do better, or until you get confused, then you start from the top again until it becomes second nature, then you can build on the next part, and so on and so on.
Ok i redid the roof and uv's and i got alot betta results by the way the this is just a quick texture job to show you the results i know how the windows look and other stuff...
I did another paintover to show you where you could save space. The entire wood roof-supports are using the same texture so you should have them all share the same space. You can also dual purpose this support texture as trim.
If you were to put the roof support in-between the wall and roof tiling textures you can use that roof support as trim on the bottom or top of the wall or even with the roof.
I also drew in red how your roof geometry might better line up on top of each other on the roof tiling section giving more space for the geometry to capture more of the diffuse.
This is all very quick and im far from an industry veteran, but are you starting to see how the diffuse could almost come before you have unwrapped the geometry? you could apply a material like this to the house before you have unwrapped anything then as you strip off the facing planar faces just line it up with the section that applies.
I see what your saying and i honestly like your technique i just dont plan on doing that 1 for this project prob for my next 1 which will be much bigger i will indeed have more of ur texturing style because its gonna be grander in scale and i plan on doing some alpha maps to some of the objects so thats why some are not all together
I did another paintover to show you where you could save space. The entire wood roof-supports are using the same texture so you should have them all share the same space. You can also dual purpose this support texture as trim.
If you were to put the roof support in-between the wall and roof tiling textures you can use that roof support as trim on the bottom or top of the wall or even with the roof.
I also drew in red how your roof geometry might better line up on top of each other on the roof tiling section giving more space for the geometry to capture more of the diffuse.
This is all very quick and im far from an industry veteran, but are you starting to see how the diffuse could almost come before you have unwrapped the geometry? you could apply a material like this to the house before you have unwrapped anything then as you strip off the facing planar faces just line it up with the section that applies.
just to be clear, this is not my texturing "style"... this is a simplified version of a single way you can set up a "tiling texture".
its just a suggestion because when I started to use it, instead of uniquely unwrapping everything I found its much much faster to texture this way, both in creation of the diffuse and applying the texture. This concept was handed to me on polycount and so im trying to do the same. If you visit that thread you can see I uniquely unwrapped everything at the beginning then switched to the style im mentioning here in the same thread with the same asset. I went from like 7 x textures to 2 x or something. plus it took less than half the time to create.
Uniquely unwrapping does come in handy though, so by all means do what is best for you, im only trying to pass information.
Ya now i redid my uv's again and there now just 1 row so.....i dont think it could get more packed then that and again im getting better results on everything
Replies
2 things that jump right out that youre doing wrong.
1) wasted UV space. your UV clusters should be packed much more closely together and your clusters should be bigger. wasted space means you have to have larger texture to keep the resolution and that will slow everything down.
2) i see a lot of repeating texture (on the wood). if the whole wall is going to have its own unique unwrap, then you should make the whole thing unique and not tile the same small bit of wood texture over and over.
hope it helps.
come on bitmap dont be a douche to a rookie
anyway I'll give you a full critic once im home and I can examine this better, uv space is the first thing I see that can use improvements, I'll do draw overs later.
Basically, you've made something that has the layout/fills the purpouse of something like a log cabin but built full-fledged house components onto it. For example the roof is more of a complex setup which you'd see on a more average-sized house than this one. I'd suggest having a simple ridge roof for something this small or even just a single slope to maximise how much internal space you have and simplify it.
I'm just speaking from the point of view of someone who does drafting shit as a job, it looks strange to me. I suggest either simplifying it, or reworking the layout - draw rooms first and then generate a footprint from that. It'll look more convincing.
I hope PC isnt gonna start standing for Politically correct.... if the newb cant take that hes gonna have a harder time once EQ shows up.
AK
yeah exactly, the sole reason these boards exist is to prepare people for EQ's crits in the real world
wait wat
wait for what?
I'd like to point you in some directions by suggesting you look into "texture tiling techniques" for environments. There should be a number of good search results that will point you to an informative forum thread, video, article, or tutorial on the subject that will be useful to you.
Also, I'd seek out basic knowledge on how to determine efficient textures in an environment, how they influence draw calls, etc. These two things should point you into a healthy direction!
I feel like ive mucked up your plea for help, so im going to help you a bit more if I can....
What KP is talking about is a texture like this;
Ive sorta boiled down what you have in your UV's to 256x256 texture. The roof is supposed to tile from left to right. ( although mine doesnt as this is an example.) Since your wood wall texture is essentially tiling across your page to fit the geometry, I cut out a single tile, the rest of the tiles are redundant. the geometry can be cut and placed over top of each other on the same tile in your texture. Ive done the same with the window. I added a grass and grime texture splash as well. these would need alpha textures and then be placed on planes and arranged in the scene or used as decals in some way... Of course this is a 2 second cut and paste job so you should work a bit more at it, but I hope this gives you a better idea how you can shrink your texture and cut your geometry to fit into this texture space. I say that because it looks like you pulled apart your geometry then painted your textures inside the lines. Try thinking of boiling down what you essentially need to show and then forming your geometry to that. its a give and take with geo vs. texture counts.
Just that in my experience, when you're fairly new to modelling, you learn more quickly when you start new small models rapidly. Then it's the third or fourth time you're doing the basic actions, and you have a more solid base to work from/tweak.
Think of it like learning a song, you don't need to play the whole way through first time, you play until you feel like you can go back and do better, or until you get confused, then you start from the top again until it becomes second nature, then you can build on the next part, and so on and so on.
Try some relax on your UVs island to put them all at the same pixel ratio/aspect.
I did another paintover to show you where you could save space. The entire wood roof-supports are using the same texture so you should have them all share the same space. You can also dual purpose this support texture as trim.
If you were to put the roof support in-between the wall and roof tiling textures you can use that roof support as trim on the bottom or top of the wall or even with the roof.
I also drew in red how your roof geometry might better line up on top of each other on the roof tiling section giving more space for the geometry to capture more of the diffuse.
This is all very quick and im far from an industry veteran, but are you starting to see how the diffuse could almost come before you have unwrapped the geometry? you could apply a material like this to the house before you have unwrapped anything then as you strip off the facing planar faces just line it up with the section that applies.
its just a suggestion because when I started to use it, instead of uniquely unwrapping everything I found its much much faster to texture this way, both in creation of the diffuse and applying the texture. This concept was handed to me on polycount and so im trying to do the same. If you visit that thread you can see I uniquely unwrapped everything at the beginning then switched to the style im mentioning here in the same thread with the same asset. I went from like 7 x textures to 2 x or something. plus it took less than half the time to create.
Uniquely unwrapping does come in handy though, so by all means do what is best for you, im only trying to pass information.
its getting better tho1