Forums   Articles   Events
SEARCH:
LOGIN:
Register Register Register Contact Us
Go Back   Game Artist Forums > Game Art > Work In Progress
Register FAQForum Rules Members List Calendar Mark Forums Read
Reply
 
LinkBack Thread Tools Display Modes
Old 24-08-2009, 05:46 PM   #1 (permalink)
Frequenter
ColdWave's User Activity: 0/10
79 - 70
Town

This is model of a house

I did not make a beauty render tomorrow i will add one just to see the bumps and everything with more quality.

C&C welcome!

1,2k polys
the map is 512x512
AO + Color


MESH



Ambient Occlusion



UV's



Texture






ColdWave is offline   Reply With Quote
Old 24-08-2009, 06:26 PM   #2 (permalink)
Industry Artist
Talon's Avatar
Golden Star Winner of Speed Texturing 
Talon's User Activity: 10/10
3,798 - 1,396
A few issues...

You've got a massive disparity in detail, both model-wise and texture-wise.

The model has loads of polys on small details but the really massive curved tubes have very little, giving them a blocky appearance. I'd try and even that out a little so that the building's silhouette looks nice. Steal polys from the small detail if you need.

With the texture, there's tremendous leaps in texel density (i.e. the size 1 pixel of a texture is when it's on the model). In your UV checker shot, you can clearly see that some parts of the model have massive, stretched squares and other parts have tons of closely packed ones. You want to try and have this pretty even across everything you have in the scene; the squares on the texture should be evenly sized across everything. Otherwise you get the results you have where the textures with massive squares look really bad compared to the bits that are closely packed small squares.

If you ensure that it's even across the object (and scene) then it looks pretty normal as the really detailed bits don't make the undetailed bits look crap in comparison.
__________________
> My Portfolio
> Supporter of good crits.
Talon is offline   Reply With Quote
The Following User Says Thank You to Talon For This Useful Post:
Old 25-08-2009, 04:29 AM   #3 (permalink)
Frequenter
ColdWave's User Activity: 0/10
79 - 70
Yeah i was thinking that for the tubes too.
I still have 300 polys non used so will do the job.

About the checker.
It's stretched out and small out because the objects are not Combined.

My work flow is a bit different.
First i texture every single model. They are sepaete if i did not mention this.
After i texture all the parts from the model i Combine the model match the Uv's in the quadrant then just place the previously made textures on the Combined Uv map... Maybe this is the wrong way due to that stretching i have.
I'll start to not do that and just place the whole uvs on one map @ the first point...

10x fro the comment !
ColdWave is offline   Reply With Quote
Old 25-08-2009, 04:34 AM   #4 (permalink)
Frequenter
motherdear's User Activity: 0/10
86 - 17
what i usually do is to uvw each part independently, then when i fit them all into the sheet i make sure to scale them to the same scale instead of just throwing each part in there. just takes some tinkering to get done but makes a better result
motherdear is offline   Reply With Quote
Old 25-08-2009, 07:30 AM   #5 (permalink)
Industry Artist
Talon's Avatar
Golden Star Winner of Speed Texturing 
Talon's User Activity: 10/10
3,798 - 1,396
Such a big difference in stretched out or tighly packed texels is still wrong, even if they're separate elements of the same model - there's still a huge difference between texel densities.

I'd wait until you're finished your model and unwrap it then. Then you can pack it more efficiently and ensure that the texel densities are the same.
__________________
> My Portfolio
> Supporter of good crits.
Talon is offline   Reply With Quote
Old 27-08-2009, 06:15 AM   #6 (permalink)
New Member
Razheem's Avatar
Razheem's User Activity: 0/10
53 - 10
Hi. I have to agree Talon, too much stretching between the UVW isnt the best way to get nice textures.
But for the rest, th model looks intresting=)

Salü
Razheem
Razheem is offline   Reply With Quote
Old 27-08-2009, 09:11 AM   #7 (permalink)
Frequenter
ColdWave's User Activity: 0/10
79 - 70
fix all is one object now



I still think the textures is a bit pixelizated but it's map 512x512...
Maybe it's from the low res map



here is the model
ColdWave is offline   Reply With Quote
Old 27-08-2009, 09:46 AM   #8 (permalink)
Industry Artist
Talon's Avatar
Golden Star Winner of Speed Texturing 
Talon's User Activity: 10/10
3,798 - 1,396
It's not really fixed, it's just all on one map now. It's also nothing to do with the texture size, being pixelated isn't the problem, it's an issue of how big the pixels are on one bit compared to the other bits.

To give a good example of what's wrong in the texture flats; the entire roof of the building has as much space on the texture as the tiny keypad beside the door. But the roof is MASSIVE and the keypad is tiny. So really the roof should get a lot of texture space and the keypad should get very little.

The grating at the foot of the door is also far larger on the texture sheet than the roof, yet the roof is a good 10-20 times larger on the model.

Hopefully this will highlight what I'm on about;

__________________
> My Portfolio
> Supporter of good crits.

Last edited by Talon; 27-08-2009 at 09:49 AM.
Talon is offline   Reply With Quote
The Following User Says Thank You to Talon For This Useful Post:
Old 27-08-2009, 09:49 AM   #9 (permalink)
Frequenter
ColdWave's User Activity: 0/10
79 - 70
Yeah i get the idea i will rescale the Uv's and redo the textures.

Updates in few days
ColdWave is offline   Reply With Quote
Old 27-08-2009, 10:05 AM   #10 (permalink)
New Member
AGTGreg's User Activity: 0/10
39 - 4
Well, why not have 3 seperate textures 1 for the pipes, 1 for the roof and 1 for the rest of the building.
The pipe and roof textures won't have to be large this way, but they sould be seamless.
This way you can have the same detail around the building withought using huge textures.
__________________
>My portfolio
AGTGreg is offline   Reply With Quote
Reply

Bookmarks
Digg del.icio.us StumbleUpon Google
Thread Tools
Display Modes




All times are GMT -5. The time now is 12:09 PM.


Powered by vBulletin® Version 3.7.0 Beta 4
Copyright ©2000 - 2012, Jelsoft Enterprises Ltd.
Content Relevant URLs by vBSEO 3.1.0
Copyright © 2006-2008 Game-Artist.Net