I'm working on a unity environment for class. I want to make it look great in the time I have. I have a bunch of modular assets created, but The textures need work. (see example below)
Basically the textures were just images online to save time, but I dont want them to look like textures I grabbed online, so I'm going to try and break them up in places with moss, rust, etc. I just need some help with how to make it believable (in the time I have of course)
Here's an example of what I have so far:
Replies
I googled "old wooden shed" and came up with these.
This one would be sweet to use as a reference. the natural growth of the vines would make it look great in game!
notice the color change as the wood has weathered.
I have to use Unity for the project (athought UDK would be more fun). And the only AO I will have will be from the lightmap bake, since it is a modular environment.
thanks! that's actually a great reference. I was hoping to do something like that with the vegetation, but the only way I know how would be to use planes with alpha textures and I'm not trying to go overboard on transparent textures. Is there another way to create those kinds of details?
I find that roofs almost always overlap the walls, to prevent rain and other elements from leaving horrible streaks down your walls. Same thing with doors and windows, which are almost always inset into the building. Yours looks like a structure that's been turned inside-out. :P
youre right 0_0 I hadn't paid those little details any attention. Thanks for picking up on that. I'll have to look into the SSAO shader, I have access to unity pro on the cpus at school.
I'll bake what I can, but I won't be doing a lot of baking to conserve time
I tried to apply some grunge to the wood, and apply AO like it was suggested before.
Here are some screen shots:
Any and all comments and critiques (especially texturing related) are welcome and appreciated
Second the text on the signs looks way to fabricated. What I mean by that is it looks like they were typed up and slapped on the texture. It does not have that older feel to it. I would expect to see some cracking and rubbing off of the text exposing some wood under it.
Got to cut this short wife is calling me, cheers and gl
I kept everything in the 1:1 space, although some sections may be stacked to save space. The textures still tile (I created a tiling pattern brush from a tiling texture in Photoshop), and I did my best to make sure they are aligned correctly.
The text is just a text layer with a downward bevel, didn't add any wear and tear, I'll definitely have to add that since it stands out so much tho.