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🧵 Howto correctlyu texure a building

Anonymous 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 No. 833746

>>833745
with maps...

Anonymous No. 833747

what is your reference photo

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cinema.jpg

Anonymous No. 833752

>>833747
This one, but i don't use it as reference in blender, just for "inspiration"

Anonymous No. 833762

>>833752
This nigga

Anonymous No. 833764

>>833762
Then?

Anonymous 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 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 No. 833927

>>833752
This just uses vertex colors

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Anonymous No. 833934

>>833777
>>833771
Getting worse guys

Anonymous 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 No. 833951

>>833935
youre a fucking nignog. Model everything then vertex colors as other anons said

Anonymous No. 833960

>>833934
delete this low poly crap

Anonymous No. 833968

>>833745
Did you look through some tutorials.
https://www.youtube.com/watch?v=La_SITByzxQ

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Anonymous No. 834156

OP here.... i started all over again following this video(https://www.youtube.com/watch?v=22ZOvCv6lRU)... But the result doesn't convince me either.... here is it without normal maps

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Anonymous No. 834157

With normals

What am I doing wrong??? I just need to make assets for my games ;-;

Anonymous No. 834159

>>834157
open gta 5 and take a walk, copy their style

Anonymous No. 834160

>>834159
I was more in p5 art style

Anonymous No. 834164

>>834160
she works for respawn and has some anime games in her portfolio https://www.artstation.com/artwork/0XXRY

Anonymous No. 834166

>>834157
ok, those normals are way too strong, they're also massive

Anonymous No. 834167

>>834157
>What am I doing wrong???
You are too retarded.

Anonymous No. 834176

>>834167
Yeah I know bruh but what's the effective workflow?

Anonymous No. 834185

>>834176
Post shader graph. Your setup is probably wrong.

Anonymous 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 No. 834190

>>834157
made it in 10 minutes

Anonymous 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 No. 834193

>>834190
But it looks like shit btw tell me what you did

Anonymous No. 834197

>>834188
Yeah... I just want a cool cinema entrance ion low poly :c

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Anonymous No. 834198

>>834190
suzanne inside

Anonymous No. 834200

>>834198
AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
DUDE U GOT ME LAUGH HARD

Anonymous No. 834204

>>834197
Low poly generally requires good quality textures to look presentable, so work on that.

Anonymous No. 834206

>>834204
Yeah...
Is there a site that has nice free textures?

Anonymous No. 834207

>>834206
Yeah, it’s called 2D editor

Anonymous No. 834208

>>834207
Well duh... I can do only "cartoonish" shit, and I have not too much time to make textures all myself

Anonymous 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 No. 834211

Ok guysl, I will do my best

Anonymous 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 No. 834213

>>834212
1080p texture
dumbass.

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Anonymous No. 834216

>>834212
>1080p texture

Anonymous No. 834217

>>834213
>>834212
>>834216

I think about 4096x4096 size

Anonymous No. 834219

>>834217
Depends entirely on scale on how you plan to frame your object in the end.

Anonymous 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 No. 834229

>>834192
>godot
Oh, you’re THAT guy. Nvm then.

Anonymous 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 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 No. 834239

>>834234
Like this

Anonymous 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 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 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 No. 834245

>>834216
What are examples you fucking moron.

Anonymous 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 No. 834247

>>834245
buttblasted 3dlet

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Anonymous No. 834248

Anyway this is the new "result" without nm and ao maps

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Anonymous No. 834250

>>834248
UVs...

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Anonymous No. 834251

>>834248

Anonymous 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 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 No. 834255

>>834253
Thanks man I appreciate, So i need to remove UV overlap

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Anonymous No. 834262

>>834250
Created more texture space and reordered island.
Now i try NM and AO

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Anonymous No. 834264

>>834262
I thought you were going for anime style

Anonymous No. 834265

>>834264
Yes and no... I wanna first try this, then add cel shading in godot

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Anonymous No. 834267

Anyway I added NM and AO map this way

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Anonymous No. 834268

>>834267
Not that improvement but...

Anonymous No. 834279

>>834267
>normal map
>sRGB
you don't know shit, do you?

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Maps.jpg

Anonymous 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 No. 834285

>>834284

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Anonymous No. 834289

>>834285
make it american style, like this

Anonymous 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 No. 834301

>>833745
You need to study irl buildings more.

Anonymous 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 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 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 No. 834325

>>834229
thats not cris. This guy actually knows how to think. Just speaks like a zoomer who wants to be spoonfed

Anonymous 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 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 No. 834386

>>834373

Anonymous 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 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 No. 834403

>>834402
It's something about this fucking hard edges i think

Anonymous No. 834405

>>834402
It’s both, but you asked for lowpoly, so hush now. For these blocky shapes texture are more important anyway.

Anonymous No. 834441

>>834198
I-it's a b-blue board, dude.

Anonymous No. 834454

>>834405
So how can i improve that shit?

Anonymous No. 834455

>>834454
Are these all in-engine for the game you want to make, or are these still in editor?

Anonymous No. 834463

>>834455
For now in editor (blender)

Anonymous 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-plans for my garage design. It is an easy program for beginners.

Anonymous No. 835211

>>834190
gta3

Anonymous No. 835244

>>833745
holy shit this thread.. blendlets, everyone

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Anonymous 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 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 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 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=fomkJ5zsyAk

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 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 No. 841284

>>834212
>>834216
>>834217
>>834246
"TEXEL DENSITY" LOOK IT UP

Anonymous No. 841405

>>834303
I think he's brazilian.