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Back-end: 3D-Textures

 

Proper lighting and texturing are important for convincing results in 3D-modeling and -rendering.

So some might people might ask how we create textures for Coobico’s 3D-models, and how long it takes to finish a single texture. Since proper lighting and texturing are so important for convincing results in 3D-modeling and -rendering, we take quite some effort to build textures. We took most of our texture library for buildings and natural surfaces through various stages of refinement during our different alpha-versions of the past years, so it’s a bit hard to tell just how long an individual finished texture took to come up with—it’s an ongoing process. Take a look at the two images below to get a better idea of how existing assets were mashed so far.

Coobico:Textures


A nice starting-point for textures is imageafter, where you can download pictures in pretty large resolution. With such basic material we created several wall-textures for buildings and dungeons, etc. for starters, hand-crafted in Photoshop. Then, for our current installment of models, we started to mix wood- and stone-textures for texturing of half-timbered constructions, as well as modeling beams and trusses where necessary. 

Coobico:Textures


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