I decided that before I moved onto creating the non-reachable geometry I would start texturing the what I currently have.
Again for these textures I utalised the website www.cgtextures.com as the textures are all royality free to avoid copyright issues. A simple way to improve this part of the project greatly would be to actually go to King Alfred's Tower and take images of what textures I needed. As I don't have the luxury of visiting the site anytime soon, I'll have to use textures from the internet.
I started off by looking for a seamless brick texture to use for the main building. Which when I came across this texture which was perfect for my needs as it was both seamless and royalty free. I took this texture and create a bump map as well to help give the building increased levels of detail.
Again for these textures I utalised the website www.cgtextures.com as the textures are all royality free to avoid copyright issues. A simple way to improve this part of the project greatly would be to actually go to King Alfred's Tower and take images of what textures I needed. As I don't have the luxury of visiting the site anytime soon, I'll have to use textures from the internet.
I started off by looking for a seamless brick texture to use for the main building. Which when I came across this texture which was perfect for my needs as it was both seamless and royalty free. I took this texture and create a bump map as well to help give the building increased levels of detail.
The next part of the building that needed to be textured was the stone material for the detail parts of the tower. I ended up choosing this texture as it was both seamless and a suitable fit for what I was after.
One problem I ran into was when I was about to texture the door, I realized I would need to UV unwrap the main body of the tower before I could add that texture. To correct this I chose to use a piece of floating geometry. Floating geometry allows me to detail parts of a mesh without have to directly build onto the mesh, just a poly that I would duplicate and place close to the mesh so that the audience would not notice. The image on the left shows you what I did, I pull the floating geometry out so that it's more visible. |
After I created the floating geometry for the door I start looking for a texture. This texture was relatively straight forward as it's a pretty basic texture, a big blue door.
Here is the final textured building. Overall I'm fairly happy with the end result of the building as I feel it does resemble the its real life counterpart. Although as mentioned before to truly create an accurate re-creation creating textures from primary research would most likely give the best results.