After
modeling the building, the next challenge was to texture it. Again, I
could use the resources at Textures.com to find the materials that I
felt would contribute to the visual sensibility that I was chasing.
All
that said, I didn't really know what visual sensibility I was going
for; instead this "sensibility" developed as I developed
the details of this scene, and then the rest of the visual assets for
"The Music of Erich Zann." I am sure that a professional
would probably be able to show a color pallets, and other
pre-visualization illustrations that she was going for. However, I
don't have the talent of traditional illustration, so I avoided steps
like this. Instead, I simply collected reference images from Internet
searches, and utilized those as rough guides as to what I was going
for.
So
how did I decide to texture buildings, then? Well, I figured that I
would decide on materials for the buildings, like stucco, or brick,
or other features, and then take it from there. Then I would look for
a nice tiled brick, wood, or stucco texture that fit the image in my
head. If it was necessary, then I would alter the colors of those
textures.
The
next step was getting a bump map together for these textures.
Sometimes, for textures like stucco types, I would merely take the
original texture and simple desaturate it. That would give me a nice
"poor man's" bump map that worked well enough, I felt.
However,
for brick textures, I would have to actually go in there, and paint
my own bump map. This was a much more tedious process. This usually
entailed tracing out each individual brick in the image, and then
making them darker (or lighter, I forget which) in their own image
layer; then I would inverse select those bricks, and thus we get the
deeper grout on a lighter layer.
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