In the previous articles in this series you've read how we created the villages from concept art to actual 3D models. In this post we'll explain how we're giving them color. Since we'll have multiple buildings of the same style and structure. It seemed wise to use a system in which we can share the textures across multiple buildings in stead of creating a unique texture for each building. This solution saves time, reduces the total texture size and it has less impact on the performance, which is import to keep the game running at a steady and fluent frame rate.
Textures are unique images that are applied (mapped) to the surface of a shape or polygon in the game. Usually everything you see in a 3D game has a texture. Above you see some examples of textures we use in CotD, below you can see them applied to the butchery and carpenter model.
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The art is fantastic! However, something about the planks, specifically in the carpenter building, bugs me. I think it may be the direction they are going. Personally, I always envisioned a wooden building where the planks go horizontally. However, it's late so maybe I'm just talking nonsense, but it definitely looks great as-is.
Same here, no nonsense.
Thanks guys!
We actually did some research about the building techniques that were used in those days. We based these houses and textures on old paintings and other documentation from that time. Apparently the used to build their sheds with vertical planks.
Crazy Dutch folks... ;)
Then it looks awesome...those were the hard days...
I love the textures =)
Nice work guys!
Keep it up!
Very niiice graphics and iinsights! Thanks for sharing.