PDA

View Full Version : Environment - Khotyn Fortress - need help with texture


Yunga
02-14-2008, 08:51 PM
Hello, all!

I`m working on low-poly model of Khotyn Fortress for MGAC - 53
See more about this fortress - http://en.wikipedia.org/wiki/Khotyn - it is amazing!
Welcome to Ukraine :)

Here are the model (500 tri) and diffuse texture (512x512).
http://i244.photobucket.com/albums/gg9/Yungas/fortress2.jpg
http://i244.photobucket.com/albums/gg9/Yungas/fortress1.jpg
http://i244.photobucket.com/albums/gg9/Yungas/fortress3.jpg
http://i244.photobucket.com/albums/gg9/Yungas/fortress4.jpg
http://i244.photobucket.com/albums/gg9/Yungas/fortressdiffuse.jpg

I have no experience on building texturing, so I need critique, help and some advices to make better texture of the fortress.
Fortress walls and towers are almost finished. Gates, windows and inside buildings are only outlined.
And I have some questions to texture artists: how do you make small details like windows? Do you draw it on a scale of one to one? Or two to one, and then minimized and sharp it?
Also I`ve heard about tiling textures. What is the method? In witch case can it be used?

Thanks,
Yunga.

MatthewNovak
02-14-2008, 11:20 PM
Tiling is when you take a small texture or a texture that can be repeated preferably without noticeable seams, and you repeat it over and over. Example your trying to make a brick wall then u make a texture maybe 128x128 with like a couple bricks and then you put it on your object but repeat the texture over and over making your wall have a lot of bricks.

antodonnell
02-15-2008, 02:33 PM
I agree with Matthew. I d recommend using tiles as this will give you a far better resolution.
You could have each for the brick, grass, roof, a window tile. even a plane for the windows ?

Yunga
02-15-2008, 06:47 PM
Thank you, Matthew, for your exhaustive explanation for tiling.
But I have some questions:
if I use tiling texture on wall how can I make skretches and dust in different parts of this wall? Do I need additional triangles or additional map channel? Or something else?

gsokol
02-15-2008, 06:52 PM
An easy way to do this would be adding planes directly in front of the area you want it, and creating a dirt texture, then use an opacity map to make only the dirt seen.

Yunga
02-15-2008, 07:46 PM
An easy way to do this would be adding planes directly in front of the area you want it, and creating a dirt texture, then use an opacity map to make only the dirt seen.
I understand, thanks. But in my case with the fortress this is too expensive to add polygons - budget! So I`ll continue improve my texturing skill :)

Clanker
02-15-2008, 10:07 PM
Hi Yunga ! Nice entry :thumbsup:
Thank you for making us discover a bit of Ukraine :)


Yeah, you could have used tiling textures, used parts of the texture several times (with a little lightmap maybe :p)
But I think in that case, you method is also good, cause you don't have a big tris budget. In one hand, you don't have a very detailled texture, but in the other hand, you have many unique elements (windows) that can't be tiled. So maybe a mix of both technics would have been more appropriate. But this isn't bad at all :)

When I work from photographs, which are often a little blurry, I resample them with the nearest neighbor option in photoshop. I use the sharpen filter too. I do a global job in 2/1, then I work in 1/1 resolution, for adding little details. If the texture is totally hand painted, i work directly in 1/1 resolution. Check the excellent tutorials from Ben Mathis here (there are many about texturing)
http://www.poopinmymouth.com/tutorial/tutorial.htm

Yunga
02-15-2008, 11:36 PM
Thanks a lot, Clanker!
Very clear and useful explanation. I hope it helps me to make texture looks better.

Yunga
02-17-2008, 09:12 PM
Hy, again!
I think I`ve finished my work. It was the real challenge for me. Thank all for help.

So, here it is - Khotyn fortress.
Wire
http://i244.photobucket.com/albums/gg9/Yungas/khotynfortresswire.jpg
Several renders
http://i244.photobucket.com/albums/gg9/Yungas/khotynfortresswestwall.jpg
http://i244.photobucket.com/albums/gg9/Yungas/khotynfortresseastwall.jpg
http://i244.photobucket.com/albums/gg9/Yungas/khotynfortresssouthwesttower.jpg
Textures (diffuse, bump, alpha - all 512x512)
http://i244.photobucket.com/albums/gg9/Yungas/khotynfortressmaps.jpg

Critique and advices are wanted :)

Cheers, Yuri.

Clanker
02-17-2008, 10:35 PM
Hey Yunga
Your work on texture (windows particullary) is really good :thumbsup:
You have understood how to play with little shadows to simulate relief :)

myd00m
02-18-2008, 01:37 PM
im just curious did you unwrap that or tile?

Yunga
02-18-2008, 05:28 PM
Hy, Clanker!
Thanks for help. You are right - one things that turn out almoust perfectly are windows :)
Rest could be better, but I have no more time to improve that. And this texture strains myself to the utmost a little.

Hy, myd00m.
I haven`t used tiling, just unwrap, and hand painting.
Here is UWV map
http://i244.photobucket.com/albums/gg9/Yungas/fortressuvw.jpg

myd00m
02-18-2008, 09:27 PM
there is ur first problem.... make tileable textures...wheter it is one way tile or 2 way tile use tiles...

Yunga
02-18-2008, 10:12 PM
there is ur first problem.... make tileable textures...wheter it is one way tile or 2 way tile use tiles...
I understand about tiling that it increases quality of model`s texture at the expense of using repeatable part of texture at one triangle.
With tiling the wall fortress will be look clear and new. To add dirt, crack and scratches, windows, doors and gates I have to add more triangles over wall, right (if I understood right)? But I can`t do this because of budget (500 triangles).
If I`m wrong, can you explaine what do you mean? With example desirable :)

myd00m
02-19-2008, 04:38 AM
show me a better render of ur wires... but create textures that tile in one direction...so u can texture chunks of walls and use multi sub objects in max or apply to selection in maya or w/e its called in maya...if u want to make walls with dirt create a texture lets say 256x256 or 512x512 or w/e ur budget is... tile ur base in photoshop then overlay dirt and grime on it....i woudl show you an example right now but im so tired i can barely type this out

Jerkazoid
02-19-2008, 08:12 PM
you need to work on the edge quality of those textures.
rather then write out my suggestions again i posted here;
http://forums.cgsociety.org/showthread.php?f=39&t=444721
i took a lil time to demonstrate where someone can improve i hope that help

there is some tiling going on, ideas for saving texture size without much sacrifice to unique rendering.

Yunga
02-21-2008, 09:11 AM
show me a better render of ur wires...
I think this render is good enough for this purpose?.. If not, please, explain what do you need.

Jerkazoid (http://forums.cgsociety.org/member.php?u=47128) thanks!

Matroskin
02-21-2008, 04:06 PM
nice work man,
good to see someone from Ucraine out here ;)

U mentioned that tiled texture may make walls look too new and clean. Well, not necessary ;) U can add dirt and aging into tileable texture as well, u just make sure that it does not repeat too many times and that pattern is not too evident. There r mostly tiled textured used in most of environments for any platform, even PS3 and such.

Also for ur future work, if u do extreme low poly as this one (looks like level for nintendo DS), u can play more with vertex colors to make lighting and also some color variations. Cause this kind of model would never appear in game with shadows as in u got by renderning it in max ;) Basicly, it will look in-game as it appears in ur viewport.

Instead, u could make nicer shadows for ur ground/grass areas in texture itself. And now ur painted shadow under the wall looks a bit messy.
U can check out this thread for some solutions ;) :
http://forums.cgsociety.org/showthread.php?f=39&t=349665

But great work anyways :thumbsup:

Clanker
02-21-2008, 04:31 PM
Yeah, I completely forgot to talk about vertex color. Good way to introduce some color variations, even on a very low poly model. Good advices and nice little environments Matroskin :thumbsup:

Yunga
02-22-2008, 06:55 PM
nice work man, good to see someone from Ucraine out here ;)
:thumbsup:
Thanks for advices, especially for vertex lighting.

U can check out this thread for some solutions ;) :
http://forums.cgsociety.org/showthread.php?f=39&t=349665
Greate thread!

CGTalk Moderation
02-22-2008, 06:55 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.