adrian
02-16-2006, 12:21 PM
Being inbetween video jobs right now I thought I'd try modelling and texturing something from scratch. This is mainly a texturing exercise for me using Atlas & UV mapping - something I've really not been able to get my head round until now. I chose something that I thought would be easier to learn how to texture using UV mapping, ie something that's not too irregular shaped.
I timed myself modelling the thing at just over an hour (quick for me!). The texturing has taken days though, and is still nowhere near finished.
I've gone for a real beat-up look, even though the Tardis was never this shabby looking in the TV series. A lot of the bump maps haven't been added yet....
You can critique the modelling if you like, but I'm more concerned with the texturing, specifically:
1) How can I make it look like there are pieces missing on the edges of the corners (ie chips and dents)?
2) What is the best way to make specularity/glossiness maps from the original UV map?
I'm still not sure that it really looks like it's made out of wood :help:
Comments/suggestions/help much appreciated :-)
Modelling steps below:
I timed myself modelling the thing at just over an hour (quick for me!). The texturing has taken days though, and is still nowhere near finished.
I've gone for a real beat-up look, even though the Tardis was never this shabby looking in the TV series. A lot of the bump maps haven't been added yet....
You can critique the modelling if you like, but I'm more concerned with the texturing, specifically:
1) How can I make it look like there are pieces missing on the edges of the corners (ie chips and dents)?
2) What is the best way to make specularity/glossiness maps from the original UV map?
I'm still not sure that it really looks like it's made out of wood :help:
Comments/suggestions/help much appreciated :-)
Modelling steps below: