Hello All,
I have a series of buildings (3d models) that I need to apply a texture too, each one of them with slight variations then the other one, damage in certain areas, rust, etc. Now here is where the questions pile up.
I'm not sure if I should unwrap each and every single building and texture each building seperately or should I create a tilable texture that could be used on a couple of them. Or if a tilable texture would even work?
Also,
Normally for unwrapping the buildings I just go Mapping-> Normal Mapping-> Box Mapping which gives me lots of empty area in my 512x512 UV map. Would there be a more efficient method to unwrap a low poly building with very little detail?
Regards,
Replies
How close does the player get to the bldgs? Flight sim, racing game, first-person shooter?
For a mobile/iPhone/iPad game? For the web? For a console/PC?
Some tips here.
http://wiki.polycount.net/CategoryEnvironment#EW
If not, ignore the obvious advice, wasn't sure exactly what you were asking.
Eric is right, a lot depends on the intended platform. For the current gen platform, usually a combination of various methods are used. You can have modular pieces that are reused, like detailed window frames, tileable textures on large/flat surfaces, and overlays or separate uv channels for grime and damage which helps to hide the tiling nature.
Posting a screenshot might be helpful.
PC Game.
The user would see the buildings fairly up close, so detail would need to be fairly well done.