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3 Dimensional Chat / Texturing a city

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Jerok
19
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Joined: 7th May 2005
Location: Mars. Wait a sec I\'m on MARS. OMG
Posted: 22nd Jul 2008 05:51
I have started modeling a large city in milkshape and I started to wonder about how I should go about texturing it.

Should I make one large uv map for it or should I make smaller ones for each little part? If I made smaller ones would each have to be a seperate object or could I keep it one big model?

I have never done anything like this before and could really use some professional help.
Xsnip3rX
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Location: Washington State
Posted: 22nd Jul 2008 05:53
If you made smaller textures for each building per say, it could all be done on one single huge object, though, alot of people who model would suggest you do it on a single UV Map, myself, i'm not that great at texturing, so it's really up to you.

QuothTheRaven
22
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Location: United States
Posted: 22nd Jul 2008 06:46
No, you should not do it on a single UV map. That would be huge, take forever to load, and would be low detail. Model and texture individual buildings, and use tiling textures. Tiling means that you can cover a 4000x4000px area with a 512x512 texture, instead of a gigantic one.

Jerok
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Location: Mars. Wait a sec I\'m on MARS. OMG
Posted: 22nd Jul 2008 17:20
Ok so would I have to sperate each building from the big model and then rejoin it or is it possible to make several uv maps without doing this and if so how?

P.S. I am using milkshape and lithunwrap
QuothTheRaven
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Posted: 23rd Jul 2008 02:05
Why do they all need to be one object?

Seppuku Arts
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Location: Cambridgeshire, England
Posted: 23rd Jul 2008 02:26
Individual objects...definitely, doing it as a whole object is fiddly at best and of course one texture map means a lot of data at once.

Keep it separate and rebuild the city in your game engine - I've tried the old 'one UV' thing and it isn't easy or practical. 1 UV per exterior is more advisable IMO.

"Experience never provides its judgments with true or strict universality; but only (through induction) with assumed and comparative universality." - Immanuel Kant
Jerok
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Joined: 7th May 2005
Location: Mars. Wait a sec I\'m on MARS. OMG
Posted: 23rd Jul 2008 04:23
Quote: "Why do they all need to be one object?"


Just because I have already built part of it as one big model and I didnt want to have to go through the trouble of repositioning each little part, but I think it will be easier then I thought.

Quote: "Keep it separate and rebuild the city in your game engine - I've tried the old 'one UV' thing and it isn't easy or practical. 1 UV per exterior is more advisable IMO."


Yea it seems obvious now that you all say it. One of those "duh" moments.

Ty all for the advice.
Seppuku Arts
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Location: Cambridgeshire, England
Posted: 23rd Jul 2008 16:01
Split it up into separate models, you know my entry for the current 3D challenge? I've done exactly what you've done, I wish I built it separately - I loaded a test version into a game engine it hurt the FPS more than I expected - probably because the engine couldn't cull it properly and the model was all 1 file/mesh.

I'm actually remodelling mine, but it should be fine cutting it all up.

"Experience never provides its judgments with true or strict universality; but only (through induction) with assumed and comparative universality." - Immanuel Kant
Jerok
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Location: Mars. Wait a sec I\'m on MARS. OMG
Posted: 23rd Jul 2008 23:17
Yea I need to remodel/edit a few parts anyway so its not really a big deal.
Stig Design Stig Magne
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Location: Norway
Posted: 24th Jul 2008 00:08
in my opinion it depends on what are you making these modells for exs.(DBC/DBP) if it is for one of thoes or other ones im nott soure about milkshape but if you kan youse 1 texture for one bulding/or Area on a bulding like brick or concrete that whud bee thed best because if you use 1 texture for the hole city you probly gon a use menny 32x32 textures in that one so it`s best to use several textures in 256,256-512,512-1024,1024 in newery texture type

sorry for bad english but this is my second language

Stig Design (Free Games,Sources,Textures,Photo`s)
Lisence Free at http://StigDesign.piczo.com

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