Game Art Blog

Game Art Blog
batman sketch

Wednesday, 16 October 2013

3D Model room - Textures

I finally finished all my modelling for my room and all the assets. There was a few I forgotten about like soap dispensers and toilets seats etc, just the smalls thing, but every assets counts.

So this is where the fun begins, well fun before I knew it was going to take 6 hours to texture my floor correctly!, but its so worth it. I started texturing the main big assets like the floor and the walls first. remember how I wanted my room to be old and dirty and falling apart,  well this is where all that comes in to play. First of all I went back into my research to find my chosen floor texture, then I applied it but it looked to clean so i had to do alot of changes on Photoshop like adding grime and dark effects and broken tiles. Below is my original chosen floor texture.

  And this is my floor texture now, as you can see its alot different to the original. on the left is a render image of the right image. Its very dark and dirty, exactly how I want it so I am really happy with it. worth the 6 hours it took. the reason its dark in the render is because I still have my lights in effect. 

After a I stopped admiring my floor texture I thought best to start on my walls. I wanted the same kinda of effect for my walls that I had on my floor, so broken tiles and grime all over.  Below is my original wall texture I choose. 
This is actually slightly darker than the original, I thought this was a good wall texture to use, so I got to work in Photoshop trying to make this texture like my walls and this is how it came out (BELOW)
Again I was very happy with the result, this is with the 'specular map' and the 'bump map', the specular map makes the textures shiny if they need to be and you can increase and decrease the shin as you please, the bump map AKA the normal map gives us the 3D effect, well makes it bumpy, to make it look more real and makes it look like its meant to be there. From this picture you can really see the bump map working as the angle is straight on and this isn't a rendered picture, but I assure its there. Also I know the skirting board is missing from this picture.

Having the biggest assets finished i moved onto the smaller but the important assets in the room which is the urinal/toilets and the sinks. the urinal was the most difficult out the three as I couldn't quite find a good grimy textures to show rust and piss stains but after a hour or so goggling piss and stains I found one. 
I combined this texture of water stains with a metal texture to produce a rusty/stained metal texture for the urinal. Then of course added a spec map and bump map. and this is the result (RIGHT)
This is with the texture applied to my urinal model. (BELOW)
Its all coming together now, works really well when you see the floor and walls textured together and the urinal texture worked really well too, I didn't have to do much adjusting which was good and saved alot of time. Making the texture for the sinks was pretty easy compared the previous assets. I already had the rust textures and all I needed was a plain white porcelain texture then layer on the rust, And same as the urinal the texture looked good without to many adjustments needed. I decided, as there are three sinks, to change the texture on one of them so they all didn't look exactly the same. all I had to do was move the rust layer on Photoshop and save it as a separate file then apply it the the other sink. I cloned the first sink as I done all the mapping for the texture to be applied so cloning the sink twice kept the mapping so there was no need to do that again which always saves alot of time. Straight after I finished the sink I quickly made the plugs which was simple then worked on the mirror. This again was alot easier than I thought it would have been.I made a grey plane on the wall where I want the mirror then found a broken mirror texture and applied it .Then created a spec and bump made and made the bumps very prominent to show of the cracks in the mirror. To make the mirror a mirror, to reflect of course, all I did was add a ray trace to the reflection map and adjusted how much it reflected. I toned this down alot as the mirror is old and smashed. (BELOW)
For the toilets I used the exact same texture as the sinks which worked, I still have a very long way to go yet but I am slowly getting there, there are still loads of small assets to finish of but shouldn't take to long and as always I will show you what I have achieved. 

Thank you for reading so far, loads more to come very soon. Don't forget to follow me !!!

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