Sunday 26 January 2014

A light in yonder Window…DOORS!



For the windows of the buildings I tried to do something a little different, the problem I was faced with was that windows are traditionally something you can see into and out of, but without the time or necessity for creating the insides of the houses seeing inside them would be an issue. This led me to conclude that a reflective surface would perhaps be suited to the task, as this is part of the effect you get with a clear window. 

Most of the windows were made using a raytrace placed on the diffuse colour slot, the raytrace was limited to just reflection and the base colour was made to be a shade of grey. This meant that they would not allow the viewer to peer inside the window but would allow them to see anything going past the window as a reflection.

For one of the buildings I chose to utilise a different idea, I pieced together multiple window textures in Corel Draw and exported that creation as an image file. Using this image file of windows in a row I could have the windows repeat around the entirety of the building and I created a very good looking window system from just a few random window textures.

The doors were crafted from textures as well and were a simple case of using a UVW Map to adjust the door image to match up to the door frame created within the building.




An example of one of the exterior doors for a building, cropped via the material editor and UVW Mapped into position it allowed a simple polygon to become a door.

I wanted to avoid using the same doors everywhere so multiple were found for differing purposes

As mentioned the garage doors were discovered on a website selling actual garage doors

Formed by a rectangle with a gradient fill sandwiching alternate window textures together this was perfect to be tiled around the window area of one of the buildings

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