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🧵 Howto correctlyu texure a building
Anonymous at Fri, 18 Jun 2021 14:34:52 UTC No. 833745
Hi /3/, i'm trying to make a buliding in blender (a cinema building), but idk how to texture it... i tried with tiled wall textures, added normal, ao and metallic maps but it still looks like shit(photo in 2nd post)... any suggestions? Sorry for my bad english, have a nice day
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Anonymous at Fri, 18 Jun 2021 14:35:52 UTC No. 833746
>>833745
with maps...
Anonymous at Fri, 18 Jun 2021 14:43:25 UTC No. 833747
what is your reference photo
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Anonymous at Fri, 18 Jun 2021 15:19:19 UTC No. 833752
>>833747
This one, but i don't use it as reference in blender, just for "inspiration"
Anonymous at Fri, 18 Jun 2021 17:00:49 UTC No. 833762
>>833752
This nigga
Anonymous at Fri, 18 Jun 2021 17:14:16 UTC No. 833764
>>833762
Then?
Anonymous at Fri, 18 Jun 2021 17:59:19 UTC No. 833771
>>833746
You need less tiling, or at least not literal tiling (that looks like my bathroom wall). Get a larger texture from somewhere, or paint your own with just some darkening around the edges or something (maybe cracks or wear+tear). Look at actual photos of buildings if you want something realistic.
Anonymous at Fri, 18 Jun 2021 18:08:18 UTC No. 833777
>>833745
That particular texture tiling is bad so you need to make it seamless for a start. When people make buildings they usually make one wall and duplicate it. You can break the texture up with different grunges then.
Anonymous at Sat, 19 Jun 2021 12:07:01 UTC No. 833927
>>833752
This just uses vertex colors
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Anonymous at Sat, 19 Jun 2021 13:38:12 UTC No. 833934
Anonymous at Sat, 19 Jun 2021 13:39:51 UTC No. 833935
>>833934
It just look like a ugly piece of shit of building directly from Chernobyl... What am I doing wrong :(
Do I need a building and design school?
Anonymous at Sat, 19 Jun 2021 15:45:38 UTC No. 833951
>>833935
youre a fucking nignog. Model everything then vertex colors as other anons said
Anonymous at Sat, 19 Jun 2021 16:15:12 UTC No. 833960
>>833934
delete this low poly crap
Anonymous at Sat, 19 Jun 2021 17:21:00 UTC No. 833968
>>833745
Did you look through some tutorials.
https://www.youtube.com/watch?v=La_
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Anonymous at Sun, 20 Jun 2021 15:52:52 UTC No. 834156
OP here.... i started all over again following this video(https://www.youtube.com/watch
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Anonymous at Sun, 20 Jun 2021 15:54:07 UTC No. 834157
With normals
What am I doing wrong??? I just need to make assets for my games ;-;
Anonymous at Sun, 20 Jun 2021 16:23:17 UTC No. 834159
>>834157
open gta 5 and take a walk, copy their style
Anonymous at Sun, 20 Jun 2021 16:29:50 UTC No. 834160
>>834159
I was more in p5 art style
Anonymous at Sun, 20 Jun 2021 16:43:39 UTC No. 834164
>>834160
she works for respawn and has some anime games in her portfolio https://www.artstation.com/artwork/
Anonymous at Sun, 20 Jun 2021 16:51:19 UTC No. 834166
>>834157
ok, those normals are way too strong, they're also massive
Anonymous at Sun, 20 Jun 2021 16:52:59 UTC No. 834167
>>834157
>What am I doing wrong???
You are too retarded.
Anonymous at Sun, 20 Jun 2021 17:02:32 UTC No. 834176
>>834167
Yeah I know bruh but what's the effective workflow?
Anonymous at Sun, 20 Jun 2021 17:14:27 UTC No. 834185
>>834176
Post shader graph. Your setup is probably wrong.
Anonymous at Sun, 20 Jun 2021 17:18:04 UTC No. 834188
>>834185
Probably least of his worries. He has no clear idea in mind and wants his model to become the final result by just blocking out the basic shape.
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Anonymous at Sun, 20 Jun 2021 17:18:58 UTC No. 834190
>>834157
made it in 10 minutes
Anonymous at Sun, 20 Jun 2021 17:20:28 UTC No. 834192
>>834185
I just didn't save the project cause it was total bull shit. Anyway I wanto to know more about shader in blender, just because i need to know if exported object has the same graphics in godot... I proceed like in the video I linked before but i can't get any "modern" style texure of a building that doesn't look like abandoned brazilian house...
Anonymous at Sun, 20 Jun 2021 17:21:30 UTC No. 834193
>>834190
But it looks like shit btw tell me what you did
Anonymous at Sun, 20 Jun 2021 17:26:30 UTC No. 834197
>>834188
Yeah... I just want a cool cinema entrance ion low poly :c
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Anonymous at Sun, 20 Jun 2021 17:27:49 UTC No. 834198
>>834190
suzanne inside
Anonymous at Sun, 20 Jun 2021 17:28:53 UTC No. 834200
>>834198
AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
DUDE U GOT ME LAUGH HARD
Anonymous at Sun, 20 Jun 2021 17:43:03 UTC No. 834204
>>834197
Low poly generally requires good quality textures to look presentable, so work on that.
Anonymous at Sun, 20 Jun 2021 17:45:14 UTC No. 834206
>>834204
Yeah...
Is there a site that has nice free textures?
Anonymous at Sun, 20 Jun 2021 17:51:15 UTC No. 834207
>>834206
Yeah, it’s called 2D editor
Anonymous at Sun, 20 Jun 2021 17:53:36 UTC No. 834208
>>834207
Well duh... I can do only "cartoonish" shit, and I have not too much time to make textures all myself
Anonymous at Sun, 20 Jun 2021 18:05:09 UTC No. 834209
>>834208
If you wanna create without actually creating Idk how to help you. You can try substance, it has a pretty good library of realistic base materials, but it will still take work to turn it into something presentable.
Anonymous at Sun, 20 Jun 2021 18:11:36 UTC No. 834211
Ok guysl, I will do my best
Anonymous at Sun, 20 Jun 2021 18:15:28 UTC No. 834212
You need better textures, for buildings you need correctly sized textures, like a 1080p texture = so many square feet of wall.
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Anonymous at Sun, 20 Jun 2021 18:24:54 UTC No. 834213
>>834212
1080p texture
dumbass.
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Anonymous at Sun, 20 Jun 2021 18:27:07 UTC No. 834216
>>834212
>1080p texture
Anonymous at Sun, 20 Jun 2021 18:28:04 UTC No. 834217
Anonymous at Sun, 20 Jun 2021 18:30:55 UTC No. 834219
>>834217
Depends entirely on scale on how you plan to frame your object in the end.
Anonymous at Sun, 20 Jun 2021 18:41:20 UTC No. 834226
>>834206
Have you tried google?
Seriously, how can you be so retarded. You know you could just use google maps street view, find a real building, make a screen-grab, then just scale it down in Photoshop (gimp even).
Why the fuck are you so retarded that you can't come up with ideas like this yourself, holy fucking shit.
Anonymous at Sun, 20 Jun 2021 18:44:23 UTC No. 834229
>>834192
>godot
Oh, you’re THAT guy. Nvm then.
Anonymous at Sun, 20 Jun 2021 18:53:48 UTC No. 834234
>>834219
Currently i have this idea but idk if it's gonna works...First i create a white texture (4096x4096) then I start drawing some square which one is filled with a color. Then from the internet i download some kind of details texture, like plaster and other similars shits... When i complete the areas of the texture I generate online NM and AO maps... Then I import them in blender and position the UVs all over the texture... It's seems a shit idea but it's worth trying
>>834226
I was thinking that JUST NOW, and yeah i'm that retarded
>>834229
I don't wanna pay Unity neither UE...
Anonymous at Sun, 20 Jun 2021 19:05:30 UTC No. 834238
>>834234
>First i create a white texture (4096x4096)
You don't need 4K textures for low poly assets- 1024 is enough, maybe 2048 if you really want detail
>Then I import them in blender and position the UVs all over the texture
This workflow is going to make it harder for you. Model -> UV -> Texture. Painting over top of the UV is how you tune your texture perfectly to your model
>I don't wanna pay Unity neither UE...
Dude, if your game makes a shitton of money, the cost is negligible. Are you not gonna pay for advertising and promotion either?
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Anonymous at Sun, 20 Jun 2021 19:06:08 UTC No. 834239
>>834234
Like this
Anonymous at Sun, 20 Jun 2021 19:07:58 UTC No. 834241
>>834238
> Dude, if your game makes a shitton of money, the cost is negligible. Are you not gonna pay for advertising and promotion either?
I'm currently doing this for an long period exam at college :/
Anonymous at Sun, 20 Jun 2021 19:10:18 UTC No. 834242
>>834157
>>834166
This. Your diffuse/base color looks fine, but your normals are too big, making all your detail stretch. A possible solution is downloading a seamless texture for your normal map then scaling it down
>>834239
Show me your UVs
>>834241
>Doing it for a Uni class
Then you won't have to pay for it. Unreal only charges you after you make 30k & Unity is free
Anonymous at Sun, 20 Jun 2021 19:12:44 UTC No. 834243
>>834242
Then you won't have to pay for it. Unreal only charges you after you make 30k & Unity is free
I just like godot more... sorry for disappointing you :(
Anyway i'm making a new model based on a cinema in my city, I extracted the color from a screen
Anonymous at Sun, 20 Jun 2021 19:24:57 UTC No. 834245
>>834216
What are examples you fucking moron.
Anonymous at Sun, 20 Jun 2021 19:39:35 UTC No. 834246
>>834212
>>834216
>>834245
Guys play nice, he obviously meant 1024
>>834243
In your specific instance(i.e. for a class) ypu will not have to pay anything(which was your earlier concern). Regardless, which engine you prefer engine is what's important
>I extracted the color from a screen
What do you mean?
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Anonymous at Sun, 20 Jun 2021 19:40:54 UTC No. 834247
>>834245
buttblasted 3dlet
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Anonymous at Sun, 20 Jun 2021 19:41:34 UTC No. 834248
Anyway this is the new "result" without nm and ao maps
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Anonymous at Sun, 20 Jun 2021 19:42:40 UTC No. 834250
>>834248
UVs...
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Anonymous at Sun, 20 Jun 2021 19:43:46 UTC No. 834251
Anonymous at Sun, 20 Jun 2021 19:46:41 UTC No. 834253
>>834248
Not bad, anon
>>834250
The overlapping UVs are going to fuck up your lighting when you put it in engine. In the future, make sure each UV Shell/Island is on its own so you can make the most of the texture
I'll show you an example in a bit
Anonymous at Sun, 20 Jun 2021 19:46:43 UTC No. 834254
>>834248
>>834250
>>834251
Obiviusly i don't think that this is great but i see an improvement... I can tell that the datails are too much bigger... I need a big texture or not?
Anonymous at Sun, 20 Jun 2021 19:47:46 UTC No. 834255
>>834253
Thanks man I appreciate, So i need to remove UV overlap
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Anonymous at Sun, 20 Jun 2021 20:31:26 UTC No. 834262
>>834250
Created more texture space and reordered island.
Now i try NM and AO
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Anonymous at Sun, 20 Jun 2021 20:40:50 UTC No. 834264
>>834262
I thought you were going for anime style
Anonymous at Sun, 20 Jun 2021 20:43:13 UTC No. 834265
>>834264
Yes and no... I wanna first try this, then add cel shading in godot
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Anonymous at Sun, 20 Jun 2021 20:47:39 UTC No. 834267
Anyway I added NM and AO map this way
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Anonymous at Sun, 20 Jun 2021 20:49:18 UTC No. 834268
>>834267
Not that improvement but...
Anonymous at Sun, 20 Jun 2021 21:23:14 UTC No. 834279
>>834267
>normal map
>sRGB
you don't know shit, do you?
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Anonymous at Sun, 20 Jun 2021 21:38:36 UTC No. 834284
>>834253
>>834248
>>834250
>>834251
>>834268
>Do I need a big texture?
Yes. The textures resolution here is 2k (2048 x 2048). Bigger models will need bigger textures
What's attached is the preview, next post is the render.
Let me know if you've got any questions
I'm >>834253 this anon
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Anonymous at Sun, 20 Jun 2021 21:39:59 UTC No. 834285
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Anonymous at Sun, 20 Jun 2021 22:07:06 UTC No. 834289
>>834285
make it american style, like this
Anonymous at Sun, 20 Jun 2021 22:20:11 UTC No. 834295
Normal map and everything else except albedo / diffuse should be set to “non-color” and not “srgb” like you have right now.
Overlapping UVs don’t matter because your engine will create a second UV set for lighting (not sure about Godot).
You should use tileable textures, not this weird atlas, because you’re wasting a ton of resolution that way and not even 64k textures would be enough. Textures.com and Polyhaven are websites you should google.
I’d write much more but it would fly over your head so these are important basics for now.
Anonymous at Sun, 20 Jun 2021 22:50:31 UTC No. 834301
>>833745
You need to study irl buildings more.
Anonymous at Sun, 20 Jun 2021 23:02:32 UTC No. 834303
>in a few years time, after university, he'll be the duckduckpoo avatarfag sharing his shitty opinions, but with godot instead of unreal
do americans really
Anonymous at Sun, 20 Jun 2021 23:41:34 UTC No. 834307
>>834268
dude, you need to separate the textures so you can repeat them. the size of the details of the grey texture should be some centimeters, not several meters
Anonymous at Mon, 21 Jun 2021 01:05:05 UTC No. 834323
Texture atlases work better on modular construction, next building you make make it a modular design, think valheim or rust or w/e game does that. It saves a lot of texturing headaches, even rock star does this in reddead 2 except of course taken to the next level.
Anonymous at Mon, 21 Jun 2021 01:17:11 UTC No. 834325
>>834229
thats not cris. This guy actually knows how to think. Just speaks like a zoomer who wants to be spoonfed
Anonymous at Mon, 21 Jun 2021 09:47:46 UTC No. 834372
OP HERE
>>834279
>you don't know shit, do you?
Sadly no ;( but i think that's not a problem since i need to export to godot
>>834284
> Let me know if you've got any questions
DUDE... how the fuck you 1:1 my model ahahahahah, anyway >>834285 such great result bro, I have a lot to learn
>>834295
Man you saved me
>>834307
Yeah i know the scale is not correct here
Anonymous at Mon, 21 Jun 2021 10:14:32 UTC No. 834373
Currently i'm going to try what >>834307 has
said, that is have one 2k size texutre per material... So with my current setup >>834262
I will have 3 texture with their own nm and ao maps. In theory I should have a "realistic" scale for details
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Anonymous at Mon, 21 Jun 2021 11:45:41 UTC No. 834386
Anonymous at Mon, 21 Jun 2021 11:49:15 UTC No. 834387
>>834386
Not that improvement but i want to archieve the same result of details using just one 2k texture... So i try this workflow: model -> UVs -> Texuring -> Other Material shit
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Anonymous at Mon, 21 Jun 2021 14:32:11 UTC No. 834402
Guys, maybe it's not the textures, but the model ti self... Yeah this is 120% a fucking cube but i don't think beveling it change its ugly aspect...
Anonymous at Mon, 21 Jun 2021 14:33:24 UTC No. 834403
>>834402
It's something about this fucking hard edges i think
Anonymous at Mon, 21 Jun 2021 14:54:51 UTC No. 834405
>>834402
It’s both, but you asked for lowpoly, so hush now. For these blocky shapes texture are more important anyway.
Anonymous at Mon, 21 Jun 2021 17:47:47 UTC No. 834441
>>834198
I-it's a b-blue board, dude.
Anonymous at Mon, 21 Jun 2021 18:21:13 UTC No. 834454
>>834405
So how can i improve that shit?
Anonymous at Mon, 21 Jun 2021 18:28:06 UTC No. 834455
>>834454
Are these all in-engine for the game you want to make, or are these still in editor?
Anonymous at Mon, 21 Jun 2021 19:07:10 UTC No. 834463
>>834455
For now in editor (blender)
Anonymous at Fri, 25 Jun 2021 03:18:52 UTC No. 835197
Nice model, will you also make the interior design of the cinema? I would like to see the final version. I am surfing now the internet for the the ideas about interior design because we have renovation now and I would like to make my own original design. I currently use https://planner5d.com/use/garage-pl
Anonymous at Fri, 25 Jun 2021 05:05:49 UTC No. 835211
>>834190
gta3
Anonymous at Fri, 25 Jun 2021 08:26:24 UTC No. 835244
>>833745
holy shit this thread.. blendlets, everyone
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Anonymous at Mon, 5 Jul 2021 05:18:12 UTC No. 837131
>>834251
This is why game companies hire artists. Anyone can make a mesh and slap a generic texture on it, it takes an actual artists to create a texture that looks realistic.
What you're doing is essentially what Substance-painter noobs do, apply a smart material and call it a day.
If you want to make something that looks good , do some research. Look at building pictures and see how the materials are used. You wouldn't have bricks curving around a corner for example, you'd have them criss-crossing to a point.
You can't just slap textures and expect it to look good, you gotta use storytelling and reference pictures. Things like scuff marks, cracks in the paint, dirt near the base are crucial. Dont be a fucking idiot.
Anonymous at Tue, 13 Jul 2021 22:53:16 UTC No. 838767
you can do whatever the fuck it is >>837131 said (i didnt read all the way through) or you can do this:
download latest version of adobe air
download shoebox (You can find a tutorial on youtube, look for "texture ripper tutorial"),
go on google street view and look for any useful textures you might want, (windows, doors, walls, signs, anything thats more or less flat) and take a screenshot of it as close as possible.
Import screenshot into shoebox texture ripper, outline and rip the texture, save as image.
Now you can go on blender, make a rough object that matches the shape of whatever it is you want to put the texture on, and slap it on.
If you want to go a step further, google "normal map from image" or something and find a tool that does exactly that. Results will undoubtedly be COMPLETE dogshit but (arguably) better than no normal and bumb map.
Save and apply these maps.
Texture ripper tutorial will explain how to use the application better but its extremely powerful and fast if used right, and beats the shit out of spending years learning procedural texture generation and going to art school.
Anonymous at Wed, 14 Jul 2021 00:14:53 UTC No. 838788
>>838767
>but its extremely powerful and fast if used right, and beats the shit out of spending years learning procedural texture generation and going to art school.
No it doesn't you absolute dumbass.
Using ripped textures from photos is a workflow from the 90s. It may work for background assets that never get close to the camera, but overall this is a shitty ancient workflow and only complete hacks and idiots that don't understand proper texturing and shading use. Like you Cris. Go fuck yourself.
Anonymous at Wed, 14 Jul 2021 10:09:41 UTC No. 838863
>>838788
>It may work for background assets that never get close to the camera
have a look for yourself how buildings made with this method can turn out https://www.youtube.com/watch?v=fom
Of course it's not going to be AAA game quality but if op were working on an AAA game he wouldn't be asking here and neither would he be producing results like this >>834157
Like it or not, for the intended use (assets for a game as stated by op) this is the fastest method providing great results with the least effort put in.
If he'd be making a photorealistic render then yes, he'd have to do it correctly and use real textures, but that's not what he needs.
Anonymous at Wed, 14 Jul 2021 13:22:41 UTC No. 838888
>>838863
Have you actually looked at the video you posted? He does a lot of additional steps with nodes to get a usable roughness and normal map out of it. And he has some talent in terms of creating sufficient aesthetic pleasing results.
All of these things OP is clearly lacking.
You won't get these result if you don't have a rudimentary understanding of how proper surfacing works and a rudimentary sense of what looks good and why, again something that OP is clearly missing.
This is a shortcut or a hack that works if you know what you are doing, like with everything you can do it AFTER you have learned the basics.
Anonymous at Tue, 27 Jul 2021 21:55:49 UTC No. 841284
Anonymous at Wed, 28 Jul 2021 15:31:31 UTC No. 841405
>>834303
I think he's brazilian.