created Re: Greek Bath
on 04-08-2007 10:40 PM
Your UV's suck balls. You should really give your alpha'd areas more texture space so you don't get that nasty pixelization. The Lion's head is very small in the model, it shouldn't take up so much space on your texture map.
You should always apply a checkermap of some sort when UVing to make sure you maintain an even texel density, with the exception of alpha shapes, which should have a little bit more space (maybe 1.5x the space compared to the rest of the objects, depending on the complexity of the silhouette. If you don't do that, the uneven focus/detail tends to cause the model to break up and not read as a unified object.
Whenever you're redoing a piece like this to improve it, it's really a much better exercise to remodel and retexture it entirely, because right now you're repeating many of the same problems inherent in the original model.
With the exception of the bottom of the fountain, which is much improved, it seems like you're just adding some grunge and blurring the texture a bit. While adding grunge is good, and getting rid of the overblown highlights and shadows is good, you're softening your texture and not taking full advantage of your texture space.
If I were you I would also add second "brick" to the edge of the fountain, so that you can have two different "bricks" to break up the repetition - right now you repeat the same part 11 times. If you duplicate that section of the UVs, you can significantly break up the repetition, allowing you to add more detail - keep in mind you can flip the UVs for some of the "bricks" to further break up the repetition.
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