Abandoned Warehouse scene im working on, decided to throw a soundsystem in there to see it in a scene
I modelled the building from measurements I took at the warehouse I work in.
Theres still no textures yet, becasue they never look good
Iāve followed througn a bunch of texturing tuts, and have used crazybump on the photo textures but still feeling a little out of my depth here, but constantly learning.
So if anyone has any pointers or words of encouragement Iāll be happy to hear them, thanks for looking
Now Iāve definitley gotta start texturing.
Increased the lighting a little so we can see more.
Need to change one of those hanging lights on the ceiling as two are rotated at the same angle and they are really bugging me like that
Other than that I think im done with the modelling, for nowā¦
This is a really good start. Since Iām a semi noob I donāt know if Iām the guy telling you how to make things right, but one thing I learned about texturing is to use them in layers. You seldom get a good result using only one. Check on how to use multiple UV:s on the same object to get the scale correct. I will attach two pictures that demonstrates an example (shader + image result).
The other thing to get it āabsolutely correctā is of course to use things like Crazy Bump and the displace modifier, but it has the disadvantage of needing a lot of faces for the displace. I normally ācheatā by using the displacement on the shader instead where it is applicable and add a āmultiplyā converter to have the flexibility to change depth of displacement. As you can see on the picture I attach the displacement is fake, since the edges between the wall and the grey background is completely straight⦠but used correctly you will never see that in the picture and you save a lot of vertices, faces and calculations.
Thank you for the advice, Iām trying out these tips now and will have some renders to show soom.
I tried the displace modifier before and found my computer slowing right down, it just wasnt a good option, so hopefully your suggestion is a better solution.
Thanks again