Post
by BbB » Thu Jan 10, 2008 9:57 am
drBouvierLeduc
That was going to be the main point in this tut. But it's pretty simple, really. Assuming you have a good, perspective-corrected texture of a facade, the steps are:
1) save it in power-of-two format (1024x1024, 2048x2048, etc.) so as to prevent any UV distorsion problems when unwrapping.
2) Use the image a background in Blender and, when in wireframe mode, create a plane and make it the size and shape of the facade.
3) Add horizontal and vertical edge loops along all the areas where you will have different volumes (edges of windows, windowsills, doors, walls, etc.).
4) Tweak your vertices horizontally and vertically so that non-aligned windows, arched windowframes, and all non-symmetrical elements are closely aligned between texture and polyplane.
5) Start extruding your volumes. That's the tricky bit because you must think hard about which parts of the model will be deeper. Generally it's the window's glass panes. So select all faces apart from those and extrude once by the width of a window-frame. i.e. not much.
6) Then unselect all the wooden window frames and all elements that will have the same depth (like doors, perhaps), and extrude again, this time by the depth of the outside wall.
7) Continue doing this until you end with the last, most protruding elements like cornices and roof edges. It's important to extrude positively, i.e. adding volume, not depth, to your model or you might end up with overlapping faces and all sorts of headaches.
8 ) All you have to do now is project your UVs from view, and if you have a power-of-two texture map, the UVs should fit it like a glove.
9) The last step, which I didn't do properly here but have now fixed, is to take all distorted faces (Those faces like the sides of walls or the underside of cornices that would have been parrallel to the viewing axis when projecting the UVs) and UV-map them manually using "project-from-view" from the right, left, top and bottom views).