The first building that I have began modelling is the Naval Supply Dept. Warehouse:
My sketch and model is looking slightly different to the photograph but the general building shape and the textures are very similar. The techniques learnt in class (extrude, connect, ring and inset) have been very useful when it comes to making the building detailed. To create the slightly different shapes and sizes for the windows, these techniques have been applied.
As the building has been constructed using mainly boxes and very simple shapes, the detail of the building will come out in the texturing. Unlike last year (as I didn't know how to use the tools explained in the first lesson to create good windows), there has been no need to create separate cylinders, boxes etc. for the window frames, so applying the texture to one object is slightly more difficult. However, I now know as well how to use UVW Mapping to make this easier.
As the extruding, insetting etc. has created many polygons, the unwrapped UVW looks quite complicated. But as I know what parts of the building are which part of the map, using Photoshop it shouldn't be too difficult, it just might be a bit of a fiddly process. As the building isn't going to be seen in extreme detail, the inner frames of the windows shouldn't need much work in terms of texturing. The main parts that I want to ensure are perfect in terms of textures is the window itself, the front view of the frames and the building's brickwork.
Map 1 (which can be applied to the top part of both of the main sections of the building, as they are symmetrical):
Map 2 (for the lower section of the building):
While I am editing this in Photoshop, the UVW will be open in 3DS Max so that it can be constantly reffered to to ensure that every texture is accurately placed in the right section of the map. More maps will be used for other parts of the building if necessary.
No comments:
Post a Comment