Been working on an old telephone
2048 maps
about 3000 tris
This is how far its donw. Normal bake and low poly done. The normal map isnt edited. Gonna clean it up abit due to some errors.
also plan on making a floor and wall with some surrounding small props.
Current mesh low poly
Current normal map
Replies
yeah wasnt too sure about the size. Maybe 2 uvs for it would be better.
But yes. just 1 map. you can optimize alot as well. all those little nobs look like they each have 20 sides to the cylinder, but at that size, you'd need maybe 8 or 10. at that size, no one will notice a difference.
edit: just looked at the normal map more. scratch the 20 side comment. but they still look they you could drop them more from the distance we are looking at it. *Shrug*
I was thinking of a second uv for a lightmap in UDK maybe
no this is afterwards, i know i cant during baking. Now im just trying to overlap them to not get a seem
are you planning on putting this in UDK ?
btw hope to see the first pass on ur textures soon
Yeah probably and some small invironment and some props around it. Im thinking some kind of 1930s hotel lobby where customers can use it. like this
IMO i think if you nail the texturing on this ( i hope you do ) when you should just do a real time render of the telephone on its own, like Scott did for his golfcar
http://scotthomer.co.uk/?p=264
its just an idea or backup plan :P
good luck !!
Ahh nice!
http://www.philipk.net/tutorials/materials/materials.html
http://vimeo.com/4976913 << texturing a canon
good luck
thanks ill look into those
also, i think baking an occlusion pass would help pop your textures too.
Good start though, and keep in mind of where dust stuff would settle. Those areas would be a bit darker, and would help bring your object to life.
Yeah it is now 512x512 and allot of the wood is tiled. And yes there is occlusion on there but its not on a uniqe uv so it looks like it does.
Texture size: I think you guys are giving the wrong impression here!
You can always downsize and keep most of the detail but you can't upsize and still have a nice looking texture without alot of work. So it's a far better idea to start with a large texture size like 2048² and downsize right at the end, if you need to.
I always do this so not only can people can see the textures well, it makes any future alterations that much easier to accomplish.
If this is a single prop, I really don't see why there would be a need to downsize anyway as this seems counterintuitive to displaying an individual asset in all it's intended glory.
Keep your pdf at full size with all layers and you will thank yourself if you ever come back to this
Yeah it is very nice to have that high tez texture. But maybe you are working on details in the 2048 texture that will never show up in the 512 cuz of compression.
Mocked some simple geo for the environment background.
Heres the inspiration for the background. Thinking Wood panels and pillars with plants by the pillars and some type of walkway further in.
Cause if it's the case then, it looks way off. Way big.
Why don't you just make it hanging on a wall?
Yeah its human size. You mean the entire phone piece or?
dont know which area you refer to but if you mean the front where the hole is yeah from the side like that maybe cus it is planar mapped from the front.
its all tga:s no jpeg
@GCMP I agree that it is easier to down res something than to make it larger... but people are looking at this from the perspective that this is for game. In this generation I don't think you would ever be given a 2048 for this type of prop.
Now... I assume this is for building a portfolio? So something a little bit higher for your portfolio I can see. Maybe a 1024, but 2048 is a bit much for the size of the prop and what it is.
Oh god, you planar mapped it? That explains it. Yeah, don't do that. It's ok for parts of maps, or for mapping a plane, but for something like this, the stretching ruins it. Just take the time to properly map it.
And maybe your image is Jpg, but the images you took parts from are not- I can clearly see the jpeg compression of one of the source textures for the bolts.
Speaking of the bolts, they're pretty blurry.
No i ended up at a 512. ill probably use a higher rez next time
its just that this way is the best way i thought possible. If you wanna get less strecth you would have to cut it up and get a seem in there.
Yeah thats probably cus its a 512