yea, thats what i mean..
Sorry for my confusing english
i want create buildings that use an isometric view like anno or starcraft,
i know how to set the camers up, but i cant create the "tiny" style..
(in the internet there allways tuts about pixel art, i wont high poly buildings not pixel art )
So if you want to make the same effect, you should make a 3d building and texture it. Possibly you could leave the back/invisible side untextured if it's only ever seen from 1 side, but I would advise to texture all sides: makes for a much nicer portfolio piece with relatively little time.
ya just UV and texture it all, the game might use a fixed camera, but this will at-least allow you to use the same pieces in different orientations, which prolly wont be that useful for actually structures the user interacts with in a rts game but will be useful for everything else you got modeled for the game to add more variation, and useful for walls.
also you can just overlap the UV's for the back walls to something silmilar somewhere else in the model.
if its just a plain isometric view i would avoid serious texturing pretty much. you can get a long way with some base models and "texture" it in photoshop. just strech and rotate some textures in place, use any blendmode which fits your needs, do some overpainting etc etc. sadly I cant show you anything, as nothing is public yet.
damn kio .. yeah im a little bit torn between texturing and painting..
for me a mix of both make sense, but when i want to do about 20 buildings,
id have to compare wich one saves me time !
haha nice, thats what iam looking for..
please,can you tell me something about your workflow.
I currently model the things-, render them out and make a paintover.
(Cause i only need them in "2d" isometric view)
With an isometric view type game I would try and bake the lighting and ambient occlusion into the textures themselves. I would definitively actually texture the models too, like has already been mentioned.
If you are looking for a game render, why not bring them into UDK? Marmoset works nicely, or even use a viewport shader, I'm not to sure about Maya viewport shaders however.
looks much better with Ao only, but the problem i have
that i have many uv overlays (the wooden bricks and so on)
If i make a Ao Bake, then it looks bad, is it possible to use 2Uv maps,
one for the Ao and one for the Colors ?
If you only want to put them in your 2d game you don't need to bake anything Just render the image with AO, or even render another AO pass and combine it in photoshop.
You can also go crazy with Photoshop post processing. It could be worth playing with the colours then trying to add a tiny bit of contrast, sharpen and noise to see if you like the result.
Replies
so when you only need this view. would you overpaint
or texture it ?
Do you want some more information about creating games that use an isometric view? Like the ones used in StarCraft 2?
Sorry for my confusing english
i want create buildings that use an isometric view like anno or starcraft,
i know how to set the camers up, but i cant create the "tiny" style..
(in the internet there allways tuts about pixel art, i wont high poly buildings not pixel art )
So if you want to make the same effect, you should make a 3d building and texture it. Possibly you could leave the back/invisible side untextured if it's only ever seen from 1 side, but I would advise to texture all sides: makes for a much nicer portfolio piece with relatively little time.
also you can just overlap the UV's for the back walls to something silmilar somewhere else in the model.
for me a mix of both make sense, but when i want to do about 20 buildings,
id have to compare wich one saves me time !
I worked for this game, did 2 buildings as a contractor:
http://hugobeyer.carbonmade.com/projects/2323618#1
please,can you tell me something about your workflow.
I currently model the things-, render them out and make a paintover.
(Cause i only need them in "2d" isometric view)
and i hope someone could give me a hint.
Maybe the screenshot below explains what i mean,
i dont get these details and saturation on my buildings -
and that keeps me crazy
I know that iam not good in texturing, but
this house has a - diffuse - normal - spec and occ map on it and still looks washed.
Here what i mean, you may see the "fullsized pic"
Thanks,
here a example, the Blackparted-roof is software - the rest MR
I use the Maps from a simple Foto - converted through crazybump
AO included. - its all on a blin shader..
my game.. havnt 3d engine -
Oh, sorry, I see what you mean, I thought you meant you wanted to make a 3d isometric game.
that i have many uv overlays (the wooden bricks and so on)
If i make a Ao Bake, then it looks bad, is it possible to use 2Uv maps,
one for the Ao and one for the Colors ?
You're also missing shadows.