Monday, 7 December 2015

Texturing a Cottage

Texturing a Cottage



For this project the model of the cottage was provided, along with the unwrapped UV's. I did however adjust some of these UV's since they were distorting the textures. All my textures and maps were made in Photoshop, and the final renders were made within Maya.

Here you can see the cottage without any textures or lighting - this is what was provided for us with the task to texture the model.
When the cottage is selected you can see it is relatively low-poly, so the use of normal maps was essential to achieve a high quality outcome.








Door Texture:






The diffuse map included shading on the metal handle and hinges to help bring out their highlights in a render. Additionally some grunge textures were overlayed onto the door to make the model look more authentic in a scene. The arch going over the door also uses the same texture as the pillars except it has been warped.

Side Wall Texture:






Again Grunge was added around the bottom of the walls, as well as in the corners of the plaster. I made sure the glass was left light in the specular map, as well as creating an incandescence map to make the windows light up and glow in a render.

Front and Back Wall Texture:






Similar to the texture for the side walls, grunge was added in the relevant places, the windows were left with high specularity and an incandescence map was used to make the windows light up.

Roof Texture:



Normal Map
Specular Map



The roof was made using a tiled texture, hence the multiple diffuse maps shown above. Each one was used for different parts of the roof, such as the top or the edges, but they all tile correctly so there are no seams in the texture. I achieved this by using the clone stamp tool in Photoshop; each variant derived from the same original texture. Each one also has its own normal and specular maps too.

Pillar Texture:





The pillars were textured in the same way to the walls except I added a small shadow on the diffuse map in the corners, acting as a kind occlusion.

Front Point Texture:





Once again this was textured in a similar way to the rest of the cottage, with the warp tool being used to bend the wood texture.

Lighting Set-up:


 I used a 3-point lighting system in my scene to achieve a professional looking render. I have the key light (left), the fill light (right) and the back light (top).

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