Game Development Community

Texturing a city...

by Dan Boudreau · in Artist Corner · 10/06/2007 (10:16 pm) · 9 replies

Okay, so the person I have modeling for me made this hugemantic city for the game I am currently working on. But he doesn't know how to texture it, nor do I. I'll throw in a few images of it. I'm basically asking if someone is up for the task of doing this for me. Or at least giving me an idea on how to do it myself. Here it is...

http://i23.tinypic.com/20kaadi.jpg

http://i23.tinypic.com/2zqzpts.jpg

If any details are needed, let me know.

#1
10/07/2007 (8:09 am)
Oh man, it looks like you have a LOT of UV mapping to do!
#2
10/07/2007 (8:19 am)
Thats alot of models.. Good luck.
#3
10/07/2007 (9:11 am)
Well, you can pay through the nose for a texture artist (since it is a HUGE amount of work) or you can team with someone (often hiring them) or your artist can read the sections on UV mapping for their modeling software.
#4
10/08/2007 (6:09 pm)
This is so not a way to build a city :)
Definitely the buildings were mostly done by cloning, so why not to apply UVWs before cloning?
#5
10/08/2007 (7:23 pm)
Well he could always unwrap one, then clone them over the place of the current ones.. delete those..

No big deal - just a 'bass ackwards' way of doing things
#6
10/08/2007 (11:18 pm)
Hi Dan,

I could say that before making something, project plans - sketches must be approved by project leader prior doing a huge work like this.

I'm assuming that these objects will be in DIF right? Here are some of my recommendations in which fairly similar to 3DRT and Jonathan Rush;
1) Create few basic objects; 2 bridges, 4 town houses, 1 lamp, and 2 towers UV mapped and textured
2) use only these objects (Duplicate/cloning) in the scene, you can end up with some combination or nice layout.

This way you can save yourself from unwrapping 50+ objects. We had a big project like this and we created 8-10 buildings, 5 houses, a bridge, and various textures with same UV layout. We were able to fill up a big city (50 something buildings) in less than a week.
#8
10/09/2007 (5:34 am)
Is there any difference in performance if I just keep the gynormous DIF or do the smaller ones and then just randomly put them all over the place? I'd think there would be, but not sure which would be better. Obviously making them all individual would be much easier for UV mapping and direct placement, as well as if I wanted to change the layout all together.
#9
10/09/2007 (3:19 pm)
Yeah, if you haven't applied any sort of texture yet, I would just take one of each thing, and make them individual dif files. Just put the copies where they would be on the big DIF