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Texturing Buildings/models

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unitedkingdom
Hi everyone...

I was wondering if I could gain some advise on buildings and how you texture them. I have 3dsmax and photoshop and was wondering if you created the texture first and then model or UVmap and then apply the texture to that model via the UVmap coordinates .

I see so much inspiration here and just wanted to know your thoughts as I am having huge issues uv mapping a simple building as it looks like it should be in a cartoon as its all misaligned etc.
 
people do it quite differently, I think folks optimize against different goals. I've always created my textures first. In the texture composition, you are in the position of taking all the imagry you'll need and then fitting that imagery into the 1024x1024 or 2048x2048 pixels of your texture image. Often, to get it all to fit, the size of each piece will be quite small. Yet the structures will be seen in the sim from one side most often. So, I'll bias the space of a texture file to the photography of that side. That's an optimization, and possibly you'll not want to deal with that level of detail at this point. To use this method, I recommend "distorting" the image in photoshop to undo the perspective that you often have for a building wall. The goal is to have bits of the building without perspective. Once you have the texture finished, each wall of the building can be seperately mapped by assigning a planar map to that wall in the model, and then adjusting the UV map for that wall only.

There is also a school of modelling that values the sameness of resolution for all parts of your model. The way to do that best is backwards from what I just said above. Aircraft devs often use this way, in this case you will make your model first. Map the model using a checkerboard map. Using UVmap editor, you would then "unwrap" the model, and package the pieces into the 1x1 square in the editor. There is a tool in the uveditor that will match the resolution of the pieces. Then people will render a texture sheet with the outlines of the texture parts, that you'll place imagery into.
 
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