Tuesday, 28 February 2012

Artefact 3 - Textures evaluation

So after creating this first round of shot it turns out this was one of the more experimental artefacts. When I thought about and researched this artefact I thought it was going to be more about the different ways to texture a scene, so in this case 3ds max texture, bit mapping and uv mapping with paint and photo textures from photoshop. After discussions with Roma (my tutor) and the group, I have not related to my question enough. This artefact should be more about creating a photorealistic texture with uv mapping as this is the best way to texture. Ill explain my reasons for the shots ive already done and then detail what I want to do next.

3DS Max textures: This is pretty simple stuff. Its a case of picking which material you want from the in program library then assigning it to the object. Job done. The benefits of this way are that all the materials look good and are all set up to look real. All the reflections, saturations, abient occlusion, sizings etc are done for you. If you only want a basic texture that either is hard to see or you are short of time. This is probably the best option to use. The only big downside is that you are limited to the materials that are in the library and its not very big. Thats why this isnt a viable option for most people.

Bit Mapping: This is another simple method. It just a case of finding a texture then assigning the image to the object. This can be useful you are only applying to one surface for example a floor or a picture or something with only one face. If you apply it to a mutil-polygonal object the results are less than desireable with stretching and the scales become wrong. Bit mapping can be quite useful for planes and quick fixes but other than that doesnt really have much use these days.

UV Mapping with painted textures: You can see a UV map below. This is basically creating a flat map of all the polygons on teh object so that you can paint over them in a image editting software package. For this scene I was creating the textures myself using the painting tools in photoshop. It is the most bespoke way of creating textures and is good if you need a texture or material that doesnt exist for example in a futuristic scene. It is however limited to your artistic abilities and skill with the software package.



UV Mapping with photo textures: This is the best way that I have found to texture a scene. It is using the same priciples as above with the UV map but you use photos to create the texture. There are thousands of images on the internet that you can use or take photos yourself. Most of the time you need to rescale and tile the images together to get a larger enough, seemless texture thats also in scale. You can also edit the image to fit to your scene. For example aging the texture for an old building or adding in missing details.

To complete the artefact I will now use the same room to create textures that are as photorealistic as I can as that fits in more with my question.

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