'Project Overview'

 
'Left Behind'
by Roman Kessler



Texturing:

All textures were done in a similar way: I started by creating the UV-maps. A morph target was created. Then the outer polygons of an object, for example the walls of a house, were unfolded to a flat, continuous surface. The vertices on one edge had to be un welded to prevent overlapping polygons. The UV-map was created with planar projection.


If the texture was supposed to be repeating, then the mapped image could be used on the color-channel of the according material. Then the UV-map was scaled, so that the texture looked good in the textured view port.

If the image map was going to cover the complete unfolded part, the UV-map remained untouched. A screen shot was made from the unfolded mesh to get the correct aspect ratio.

All bigger parts of the house, like the walls, used high resolution textures, composed in Photoshop. Most textures had resolutions from 5000 x 3000 pixels, some even higher.

Before composing these new textures, basic image material was taken from the texture collection “Total Textures”. 40-50 images of stones, metal, wood and dirt were chosen for my work.



To get the used and dirty look on the surfaces, a lot of images had to be mixed in Photoshop to achieve different details and variety.






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This image was created using a few of the hundreds of textures from the Total Texture CDs - very comprehensive texture collections priced with the hobbyist in mind. To see more examples, download free
samples and read full details follow this link



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