Sunday 26 January 2014

Sprucing up the old place…



With the base models of everything finished the time had arrived to add the necessary colours, or for the majority, textures. 


Taking each model and within the editable poly modifier, I selected the polygons I desired to be one colour and set them to be number one, I then took the second colour polygons and set them to be two, on some occasions that was all, on others more were necessary. Once all the polygons had been set to their appropriate number it was time for a multi/sub-object material to be created within the slate material editor. With the appropriate number of materials I set each material id with the appropriate material for the matching polygons on the building.


With the texture fills they rarely, if ever, match the shape you have at first and are frequently stretched, warped or any other of a myriad of possibilities. This is where the UVW Map modifier comes in handy. Unfortunately this modifier affects all the textures on the building, thus when you sort out one chances are high another has been ruined, or at least this is what I originally thought when beginning the task. During this task I discovered that you can select the polygons you desire to have the UVW Map and they will be the only ones affected when the UVW Map modifier is adjusted. This essentially allows you to manipulate the roof and body of a building separately so as to have them two differing textures. The key to this method is once one set of polygons is perfect you collapse to the stack within the modifier list. This then allows you to select other polygons add a new UVW Map whilst retaining the changes to the previous set of polygons. At first this seemed like it would require careful saving as once collapsed the stack cannot be un-collapsed, however it was discovered that if you just repeat the action and bring in a new UVW Map then that overwrites the collapsed one therefore giving the opportunity to adjust any previously collapsed UVW Map. 
Discovering this was a benefit to every model I coloured as I utilised a lot more texture fills than any previous project in order to get a superior brick texture upon the buildings.

The houses shown in their fully coloured form, along with some alternate styles.



 
This displays but a fraction of the texture fills used throughout the project


The garage doors were real garage doors discovered on a site that installs garage doors.

Piecing together a suitable Multi/Sub-object fill is time consuming but it does mean you can change any materials with great ease afterwards.

The crane received a bunch of metal fills, and the combination of the silver and copper colours make it stand out rather nicely

I strive to be fairly tidy with my material slate view, but I still have a tendency to neglect material names, which I feel need improvement.

The house was primarily painted plaster with a tiled roof.

As mentioned the garden was cut from the model, thus it is not coloured.

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