Creating Next-Gen EnviroCreating Next-Gen Environment Textures using Total Textures'
nment Textures using Total Textures
nment Textures using Total Textures
For this tutorial, I used the 3DTotal Texture DVDs, a large library of diverse textures that we here at AMC Studio use regularly. At the end you will find a list of all the specific 3D Total Textures I have used for each texture that I have created. Some of the images included in this tutorial also mention which textures were used.
Usually, it is preferable that one artist does the entire process of modelling and texturing, as usually these processes are interlinked, so optimising the geometry will make changes to the texturing, and vice-versa. This is why I will also mention some of the means by which the geometry and UV have to be optimised to keep the textures needed to a minimum, whilst also adding extra details and personality to the asset.
The majority of game assets start their life as a concept art and some reference images that will help to better define the character of the building. For this tutorial I used the following concept art and reference photos (Fig.01 – 02). The subject of the concept is a desert building, inspired by the settlements on Tatooine and typical real-life Tunisian buildings. I also included some extra sci-fi details to make it more interesting. The desert environment will influence the chromatic variation of the textures as well as their detail, as far as weather influence on materials goes. Being a multi-purposed building, details vary; there is a generator in the tower and the back side of the building can be used as a market stall to sell different things.
visit the link for full tutorials..
http://www.3dtotal.com/team/Tutorials_3/nextgen_environment_textures/nextgen_enviro_01.php
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