Posts Tagged ‘Textures’

After I added textures to all of my modular parts with the new bricks I tried to line them up and instantly i came across a problem the bricks around the door did not line up with the wall segment, it was safe to assume the window would be the same, the bricks above the entrance also did not line up.

The Lair Screen Shot 15

To get around this i reverted to an idea I had earlier which was to make the doors and windows separate and sit them on top of the bricks, I wanted to avoid this because the door and window are suppose to be inset.

The Lair Screen Shot 14

The Lair Screenshot 13

I also made a smaller wall segment to place above the entrance.

The Lair Screen Shot 17

All the pieces worked better than I thought they would and they don’t look out of place sat on top of the wall.

The Lair Screen Shot 16

Next is refining everything and adding depth to all of the textures by using the other materiel channels.


The Paragon project has now continued into the client based project and with that we are expanding outside of the station to the surrounding area again. I have gone Back to working on the lair, I made snapping a priority making sure that all the modular pieces would fit together correctly this will make it much easier to reconstruct in the engine.

The Lair Screenshot 3

The Lair Screenshot 1

The Lair Screenshot 2

The Lair Screenshot 4

With everything snapping to the grid correctly I then moved on to unwrapping all of the assets and deleting all of the duplicates.

The Lair Screenshot 6

The Lair Screenshot 5

With each asset unwrapped I then added collisions to each individual asset allowing for more versatility than if I were to just add collisions to the shell (model with roof and the two side walls).

The Lair Screenshot 7

I did not add any collisions to the roof because there should be no way to access it. With the collisions done I started to zero out every asset individually and saved them all as separate files. zeroing out the X,Y & Z coordinates of a model is very important for ease when you port it into the engine the assets pivot will be set to the zeroed out coordinated regardless of were your model was located in the program. This means that if you forget this step the pivot will be far away from your model making movement difficult and making any sort of precision impossible without first correcting the pivot point.

The Lair Screenshot 8

With all the models zeroed out I them moved on to texturing.

The Lair Screenshot 9

The Lair Screenshot 10

The entrance way did not turn out that bad however the bricks need changing to the actual colour of the bricks from the lair, I also need to fined a suitable glass texture and need to add more detail to the floor tiles as they are just a drawn black grid on a white background.

The Lair Screenshot 12

The Lair Screenshot 11

I am pleased with the way the roof tiles worked out but once again the bricks need replacing.

Taking this forward I need to visit the lair again and take some texture photographs and then finish texturing the rest of the pieces. once that is complete I can add more depth to the texturing using normal maps to try and improve the level of detail.

I practiced creating roses from a wire frame line to get a better idea of how to create more organic shapes.

flower screen 13My first attempt had rough edges so I looked up how to smooth the lines I draw with the line tool to get a more curved shape.

flower screen 12

I then used the lathe tool but only created a segment because flowers are not perfectly round.

flower screen 11

I then added a shell modifier to add some thickness to each segment.

flower screen 10

I then played around with the array and noise modifiers. this would allow me to have several segments that are not connected to replicate different petals, also by using the array I only have to modifier the original and all changes will happen to all the others making it easier to get things perfect.

flower screen 9

flower screen 8

I then created a stem by creating a cylinder with several segments and added a noise modifier.

flower screen 7

I then did a quick render.

rose render

The flower still did not look quite right so I played around with different modifiers and found the twist modifier this made the spacing between each pettle look more natural.

flower screen 5

I then started to reduce the polys and get rid of any unnecessary petals.

flower screen

I then experimented with making low poly flowers because I could not bring the count of the rose below 1000 this is useless as a back ground asset in a game and more suited for a focal point.

flower screen 3

Once I was happy with the flowers I unwrapped them and added basic textures trying to use the brush tools to add highlights and tones.

Rose 2

Rose 1

tissue paper uv


plastic flower bucket 2

plastic flower bucket 1

Flower1 2

Flower1 1

Daisy 2


flower screen 2

I then added collisions to the models that needed them and exported each flower individually zeroing out there coordinates to center the pivoted when they are put in the engine.

With the flowers out the way I had some time so I made a newspaper I kept it as low poly as possible and hope to make it look less ridged when I look into more advanced texturing.

flower screen 1

I made a low poly sky dish for the street, the biggest problem with this was shaping the sphere to the right shape.

 Sky dish screen 1

Sky dish screen 2

Sky dish screen 3

Sky dish screen 4

After we discussed who was making what building and assigned an asset each that would be associated with our own building, we set up a sticky note system for all of the other assets we listed in an earlier part of the session. The system works by having sticky notes in red as the most important, green are items we would like to be done, blue are items that are done and yellow are any suggestions that people may think of that we did not think up when we made the lists:


After the system was set up we were briefed on the limitations of assets when texturing, an asset should not use a 1024×1024 texture map unless it is something huge like a billboard. This is because you would be wasting detail on small objects that will have a much smaller surface to fill than a building and most of the time would be in the background and not focused on, some are only visible in the distance in which case a smaller texture map should be used the further away it is as you would not notice the lack of detail.

Here is an example I found in a game (Persona 4 the Golden) after we had this discussion:

Can you see the low-res asset?


It’s the items on top of the locker by panning the camera around I managed to get a close up look at them. This is a good example of using lower resolution textures for items were it would not be noticed because it is not a focal point, this helps save space and keep file sizes down.





Here are some other example of this:

  Light switches:



Plug sockets:



Board eraser:


Deck papers:



This may not be the best angle but the papers are just a texture and part of the actual desk.

Instead of just using the preset textures on Sketchup for my Victorian house I created some textures using the skills I learned earlier in the year. but importing them into Sketchup wasn’t as clear as I thought it would be so I am briefly going to go over how to import custom textures into Google Sketchup.

Custom tillable textures I made:

Texture 2v2

Tecxture 3

Texture 4

Start by opening the materials window.

Texture tutorial 1

Then click the Create Material button.

Texture tutorial 2

Here you can edit everything from the name of the material to how large it is.

Texture tutorial 3

Next click the open button and select the material you want to use.

Texture tutorial 4

If your happy with the settings press ok.

Texture tutorial 5

Notice how my texture is really small. this is because I didn’t make the size any bigger so to edit the settings you can just select the texture and then click the Create Material button again.

Texture tutorial 6

There you can edit the size till your happy with it.

Texture tutorial 7

Texture tutorial 8

This seems very straight forward but if you don’t know what your looking for it is rather tricky I hope this simple guide helps anyone who may have had the same problem I did.

I was asked to take photo’s and turn them into textures using Photoshop by taking photos of surfaces that would be useful. then you select an area 1024 by 1024 and copy and paste that section in a new window. After that you use the Offset tool and set the horizontal and vertical to 512 and clean up the lines with the Spot Healing Brush tool and the Clone Stamp tool. here are my results:

Texture 1:

Texture 1 in use:

Texture 2:

Texture 2 in use:

Texture 3:

Texture 3 in use:

Texture 4 first attempt:

The repeated rock in this texture stood out too much so I went back and used the Clone Stamp tool to remove it.

Texture 4:

Texture 4 in use:

This looks much better than the first attempt with the repeated rock.

Texture 5:

Texture 5 in use:

I think this is a useful technique to quickly add detail to a surface especially when you build up a library of textures to use. If I gathered more textures I would use a camera with a flash or try to get an area without shadow because they are noticeable when repeated like in texture 5.