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3D & Animation environmental art

Well, it looks nice. But i dont think it will be very good to use ingame. its too detailed

if you look at a random wall in red orchestra you will see that most walls are completly flat, with textures added to em, you use a normal map (bump map) to make them look like they have depth etc.
 
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As Empa said they take a flat wall and add a texture with a normal map and a displacement map.
It will create a sort of depth. This example shows some.

In this simple wallmodel I gave depth to these areas in at the red arrows.
But you can see the window texture have some depth at the yellow arrow.

Same as the beam connecting the wallparts. The beam is a flat model.
The normal map creates the illusion of some depth.

I'm lazy so I used Shader map pro to create them. Smart people create them from scratch....


s1.jpg
 
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How did you get the program to create the bump map? Did you create a high poly model with the details and go through all that jazz?

I just whipped this barn shed up (for the purposes of learning texturing and UV mapping), and followed ya'lls suggestion to make it one mesh and add detail through the bump maps. Before I start UV mapping and doing all that other stuff, how can I make the model look more 'authentic'? Since its all one mesh Im not sure how to make the sides look not as sharp as they are. With individual pieces its easy to create gaps and make the ends look different, however with just one mesh, Im not really sure.



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If you really want to get fancy you could use xNormal to generate normal / ambient occlusion / displacement maps. From a high poly detailed mesh onto a low poly in game one. You may have to use a sculpting program like mudbox or zbrush, for more organic things like wood, when you make the high poly though.

You can also use 3ds max to bake normals. Here's a pretty good tutorial on how to make a nice tileable wood texture.
 
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Hi all, because im waiting for ro2 SDK, and i dont have what to work on, i started modelling building from my city :rolleyes:. this building is WIP, and not even UV mapped :(, and the polygon number is a bit too high...
but i think is nice :)...
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Lovely model, however your model is all in one piece? thats gonna be rough to uv map and to optimise for any game i'm affraid.

i suggest you learn how to make modular buildings for some quick pointers heres a link http://www.3dmotive.com/training/udk/modular-building-workflow/
 
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Lovely model, however your model is all in one piece? thats gonna be rough to uv map and to optimise for any game i'm affraid.

i suggest you learn how to make modular buildings for some quick pointers heres a link <a href="http://www.3dmotive.com/training/udk/modular-building-workflow/" target="_blank">[url]http://www.3dmotive.com/training/udk/modular-building-workflow/[/URL]

Is modular, roughly :D, but is still have too many polygons, i think when i will UV map it, i will remove some polygons :D
Spoiler!
 
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