originally when embarking on unwrapping the model for texturing i worked to try and keep the model all on one map but half way through the process realised it was far to much information to fit onto one map whilst trying to keep the resolution upto a acceptable standard, this lead me to split the model up by detaching the interior from the external and then detaching the roof signs from the walls of the external and also the roof of the balcony aswell as the balcony itself and finally detached the boardwalk, then i also detach the front walls from the back walls this has meant that overall i can get a better resolution in the textures and keep as much detail in the model as possible.
above you can see the colour image for the roof signs the overall texture was on i sourced from cgtextures.com the texture image is of wodden boards with worn paint to fit with the wildwest theme i also sourced the font from 1001textures.com which also fits well as this is a worn texture to fit with the worn paint on the boards. this texture known as the diffuse is the main colour mass and gives the objects its colour.
this is the UV map this is what 3ds max renders out when you have completed the unwraping it give you the placings for where the textures need to go.
this is a map called a normal map also known by other names such as bump map, this map uses UV colours to project the illusion of depth into the texture as you can see the cracks in the boards are showing depth through the variants in colour.
this map is known as a specualr map and simply tell the game engine where the light needs to hit and where shadows should be cast this again adds to the realistic feel of the texture all these textures have been added to the model in 3ds max 2011 the images of this are below. all these maps apart from the diffuse which was created in photoshop by hand where created using a peice of software called crazybump.
i then textured the balcony roof in the same way again sourcing the textures from cgtextures.com again i added all the same map as the maps above.
UV map
Diffuse map
Normal / bump map
Specular map
i then textured the front walls using all the same maps as the to maps above.
UV map
Diffuse map
Normal map
specular map
still got alot of texturing to do but time has caught me up again but i will be posting more of this model tomorrow.





















