https://i.ytimg.com/vi/v8a038EsTao/hqdefault.jpg
Today I make a Concrete Barrier and texture, and create and bump map for it.
Features: Bump Map, UV Mapping, Texturing, Rendering in Cycles and Blender Internal
Basic Modeling, Back Ground Pictures
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14 responses to “Blender Tutorial Modeling an Object – Making a Concrete Barrier”
epic vid bro, really helpful
I see. Well Good luck! RPGs take a LOT of time and a LOT of work. Its a massive project and if you go at it alone your going to fall behind in technology faster then you make the game. If you need any more tips or have a certain thing you want me to make a tut on just be sure to ask!
Well, right know it's more a test, but I would like to make an massive rpg, in the future.
Personally that's what i would do. But What platform is your game for? if its a web player or standalone, i wouldnt worry to much about it unless its a massive game
So I should just make an uv image for each room?
And not bake them together? And just use all 7 for unity :)?
Umm I would just seperate it into chunks. Each Room could have its own texture map. I think it would be the easiest and normaly have 7 1024×1024 textures is better then one massive 3000×3000 or something like that because in my case i use unity and it would compress the big one down to a smaller less detail size
I see.
Btw. When it comes to bigger models, how would you uv map it, I made a really large building, with around 7 larger detailed rooms. It's going to be used for a game.
So I was thinking, about uv unwrapping each room, so I can detail it a lot. And then bake the uvs together as one. Or any better ideas?
Yes you are correct. But if you say use this gameobject in a game or in some rendering engine. if you have a texture that is 512×512 it will 1) save memory in the game 2) it will take less time to render the object if the texture is smaller 3) it will make the game run much smoother. but yes if you were going to use it for a one time nice render. you would make the texture much bigger
when you scale he texture down you lose quality because og less pixels right? Wouldn't it be better to lets say, import the uv image as 3600×3600, so the image is alot bigger, that way you wont have to scale the textures down so much = you wont lose that much quality. Wouldn't that be better? In theori
Maybe in your next tutorial you could put screen cast on for the newbies xd so they can tell the buttons you press. great tutorial
You hit S and scale it down to fit inside the grid
You hit S and scale it down to fit inside the grid
what do I do if my faces are bigger than the UV grid?
the word your looking for is called rebar.