Hallo
I hope is it the right place to post, if not, kill me, aaaarrrhh just kidding
I could really use some help with this one, I hope you guys can help me
Im making a house, and all the modelling is done, so next thing is texturing and Im really bad at texturing
So I could really use some tips and tricks for this one
One of my reference is this one:
http://www.glue-it.com/houses/gallery/panfilo.html
and it is something like that Im looking for, but I could really use some tips, to get it to look like that?
so please help
Sorry for my bad english
Replies
Most models these days will have a colour, normal and specular map- here are some basic uses of each:
Colour does exactly what it says on the tin, the colour. think of it as the paint on the canvas.
Normal maps are used to fake high poly detail on low poly models, so here you'd get the grains in the wood or the bumpy surface of the stucco wall.
Specular maps deal with with the shininess of a surface and how it catches the light. you could be doing a glass window and have some parts really shiny but other areas not at all reflective where there is glue from a poster that was taken off the window previously. or dusty areas on an old car.
These are also used to tell the engine what colour the shine is, so- you may have noticed metalic surfaces can have coloured specular highlights, like christmas tree baubles- this is the map you'd use for that effect.
Other common types of texture include:
Opacity - this deals with how opaque a surface is. Often used for ripped bits of cloth and stuff like that. Hair too.
Ambient Occlusion - this is usually baked into the colour map but it is generated from a high polygon mesh for the shadows in the crevices.
Detail maps - some engines use these or a variant of these, they're a tiling texture of a surface detail (like rough bumps) and they are blended into the other textures but only visible from within a certain distance of the object.
Get texturing and show us so we can critique
I will start on my reference hunt and then play with it in photoshop
is it to unwrap the building?
or just use uvw mapping?