I am having a difficult time trying to texture my scene. As you can see, my textures look too clean and need help. Here is what I have set up so far, the walls are set up to be modular and they have one uv texture. The floor and ceiling have a tillable texture applied. Even tho I am not a noob, when it comes to texturing and UDK, I might as well be a noob. Here is what I am thinking, please feel free to call me out and suggest a better methods. Any help would be great.
Walls: since these walls have a uv texture, creating unique features(wall paper tears, large stains, holes) in photoshop will just repeat and look goofy, So what do you guys do in this case? vertex paint? decals? or is trying to make the walls modular in this scene just not going to give me the best result?
Floor and Ceiling: I am also having the same problem with these too, I need random stains, dirt build up around the corners on the floor, maybe wear and tear underneath the table and chairs.
So please look at the scene and tell me what you might do or have done with the scene.
Thanks again.
Note: I have posted this scene in pimping and preview a few weeks back, but this scene is not pimp, so I decided to repost this again in technical talk, since its technically in need of help.
![2r6o6cz.jpg](http://i54.tinypic.com/2r6o6cz.jpg)
Replies
there is no lightsource, yet it seems the area mostly lit is directly right to the tight chair?
you should add a normal map to the diffuses...
like something really noisy on the sheet
and maybe even some displyement on the floor tiles
xx0rph3usxx@ I have a lamp thats modeled... but forgot to place it in udk, im not worried about lighting at this point. My ceiling and floor all have a normal, spec, and diffuse maps. I just looked at the walls, and it has a quick and dirty spec map applied but no normal... I may want to throw my diffuse in crazybump.
cryrid@ I personally never been inside a 70's motel, but the reference image I have of a 70's motel, does have those office like tiles. But I agree, they look out of place.
I apreaciate all the help I can get, however, I still don't have the answer I need. Maybe I have not been clear...
This is a WIP, many of the assets have incomplete textures, my lighting in scene is just whipped together. So currently my only concern is the walls, floor, and ceiling not looking like brand new and never touched by human hands. The more I look into vertex painting, the more I think that's the answer, but I would love other peoples thoughts on how they would go about the textures for this scene.
Thanks in advance.
Aesthetically, the wallpaper is wonderfully atrocious and cheap, but the flooring looks expensive. (needs some shag carpet up in there) Coupled with that ceiling and (beer?) cans lazily left on the floor and table, I can't tell if this is a swanky minimalist apartment or a room to a mismanaged hotel.
I don't know your plans for this scene, but the scale of everything feels wrong, mostly the large size of the room compared to how filled it is and the chairs might be too short. I'd look at a whole bunch of references and pay attention to lighting, -not everything needs to be super-grungy to be believable. But I'm a fan of subtlety.
However, as many other said, just throw in some quick dirt and grime here and there with the decal projector for now.
I think it'll be a lot easier for everyone to help out once they actually know what you really want to do. Sure you described some things you want to achieve but I don't think it's what you really want to do.. if it makes any sense.
Throttlekitty@ You are right about the flooring, although it is of the period, the wood flooring looks too nice for a cheap motel.
Vanity@ Now that you point it out, it does look like a pattern hell.
Vrav@ SO what you are saying is it would be more interesting to have a solid color floor to contrast with the cheesy wall paper?
Ace-angel@ I think my problem from the start has been a lack of plans. I really need to integrate more complete planning as part of my workflow.
Kawe@ I do have plenty of reference photos. For my next project I post on polycount, I am going to include those.
Actually no, you don't necessarily need that. What you need is a solid reference to work from.
http://www.shanghaibuildingmaterial.com/uploads/2009/07/double3rdtry.jpg
http://www.dimensionsguide.com/wp-content/uploads/2010/02/Hotel-Room.jpg
http://www.mccullagh.org/db9/1ds-4/sidi-driss-hotel-room.jpg
http://www.fopple.com/wp-content/uploads/2009/12/luxury-modern-room-design-black-and-white-color.jpg
http://www.arkivatropika.com/images/pictures/70_large.JPG
Easy as pie!
^this. Reference uber alles!
i know this isnt strictly related but you need to get rid of the heavy 'AO' its much too heavy and broad and is actually making it look like the walls are not touching, but casting shadows on each other.
Adding dirt and grime won't make anything look better if you add it just for the sake of it.
Thanks again for everyone taking the time to share your ideas with me.