Tuesday, June 16, 2009

Applying our Textures to the Building

Applying our textures again in the Crysis editor. We've chosen to use a number of different textures that would keep with the classic theme of the building whist giving a feeling of ambience inside. The textures choosen were from a mass of examples found thought archtexture catalogues and internet images. We came upon these textures as a group. My task in applying the right texture was time consuming and frustrating as most textures would not work with the main face of the building.
Because of the buildings scale it was vital to use a texture that would define and illustrate the buildings sheer size, whilst still achieving a old style look. I found as some textures would look terrific from a far. As you get right up close to the wall it would look unappealing. And this would sometimes would be the case vice versa. It was difficult to find the perfect texture that both looked realistic up close and from a distance.
Even at high spec's, the textures would distort and create a grainy and inferior texture. We also used a lot of Bump maps giving the texture a realistic feel and look. After many modifications, we came upon these textures and I believe they work with the design exteriorly and interiorly.
Fig 1.) First design of a sandstone block material that we felt looked terrifc up-close
Fig 2.) The jpeg of this material sourced from http://www.cgtextures.com/

Fig 3.) Modifying the image to black and white and then inverting the two, so that it could be used in the textures Bumpmap settings. By applying a "diffuse map" together with a "bump map", one can achieve quite a visually realistic look. All of the white coloured areas extrude much like material made from stone

Fig 4.) A screen shot illustrating how the texture did not look as good from a distance (as like many other textures I tried)

Fig 5.) A camparitive look of the sandstone block texture with a person.

Fig 6.) Perspective of all exterior textures

Fig 7.) Texture of archway dome into the building

Fig 8.) Staircase and walls

Fig 9.) Main room, Sarcophagus and platfroms

Fig 10.) Ceiling texture

Fig 11.) Sun/Light Texture

Fig 12.) Interior room texture with applied interior lighting

Fig 13.) Circular platform textures

Fig 14.) View below of interior textures

Fig 15.) Dome texture

Fig 16.) Front elevation without cast shadows on to show the true colour of each texture

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