marți, 13 aprilie 2010
I recently found this plane. I made it 2 years ago.
I made two textures of 1024 px each.

with details like this:
and normal map made via bake:
with details like this
I remember it should not have more than 4000 polys. Here's the result
miercuri, 23 septembrie 2009
I decided to go further on this model and to create a normal map. First of all I had to clean up geometry and UVW a little bit.
marți, 5 mai 2009
At this statue I am working right now. We do not have budget of polygons or texture (the objects are not going to be sent into a game) so there is no specific problems. There are few requierements regarding the quality and crearness of textures. Actually there is no any detailled needed. Anyway I decided to make it as it would.


luni, 4 mai 2009
This object was entirely modeled and textured by me. I made a high poly object and a bake with it for normal map. That is why it is easy to take this as high polly object; but at a closer look at the profile one could see that it is actualy a low poly.







The special thing about this building is the system of tiling wall texture. I remember that the requirements for that particular building were that:
- all the brown gap should be kept as they were in concept art;
- not be modeled but made only by texture; everything should be made with the fewest and the smallest possible textures.
I had a wall of about 10, 70 meters and with the technique of advanced tiling I managed to cover it with only 8 meters (1024 pixels) and keeep the rule of 128 texture pixels /1 meter of geometry.
So instead of having 5 textures for this building I reduced them to 4.
1. this-the wall texture (1024/1024),




Of corse, with normal and specular map:





The same thing I have at the roof, only ths time the problem were different. In order to catch the detailes of roof edge (marked with red) I had to tesselate the smaller roof surface. If I wouldn't have done it than the smaller roof would look too detailed because becouse it meassured only less than 3 meters and not 4 like the bigger one. So this time I had to make the tiling spots inside texture in order to get rid by 1 meter extra texture but to keep the upper and downer roof edge.

























