6 well known faults 3D Visualisation companies make when creating quality texture maps
There’s a saying; ‘you’re only as strong as your weakest part’ this is true in almost very aspect of life and no different when it comes to 3D Visualisation. It seems completely counter productive to me to create stunning geometry only to apply sub-par texture maps.It’s like eventually being capable of buying the house of your dreams and then decorate it with second hand wallpaper!
Listed below are the common mistakes made when using 3D Visualisation texture mapping:
1. Using low resolution textures. Of course this point is determined by your final output render size, but as a general rule of thumb apply the highest resolution textures you can (within reason of course). The last thing you want to see in your final render is pixels ruining all those hours of modeling. Use high resolution texture maps to create crisp, clean 3D Visualisation renders.
2. Seemingly the most common mistake of all, Seams!!! These occur when 2 non-seamless texture maps join, this creates unwanted and visible twists to the edges. Using textures to get rid of the problem leaves a seamless effect on the 3D Visualisation. There are a number of tutorials online and seamless maps you can buy, you won’t have any excuses.
3. Tiling Artifacts. This follows on from the above point. When you are creating a seamless texture yourself by altering a stock material or using digital photos, remembering to go over it and inspect it carefully to find certain features that repeated. When tiling artifacts are applied over a large ares the repeating can cause an unrealistic finish.
4. Using photographs with strong light sources. There’s few things as unambiguous and sure to ruin a 3D Visualisation as textures with different light sources and shadows than those in your scene. All the Photoshop wizardry in the world won’t help if the light is coming from the opposite direction. If you are using photography to create texture maps use images with little contrast and lit directly straight-on with minimal shadows; and if you are taking them yourself, its best to try and shoot your photographs on an overcast day (to minimize strong shadows), shoot directly head on, and always use a tripod!
5. Wrong world scale. It’s surprising that this ever gets overlooked, but it does. If for example you are creating an architectural piece, be it a residential or commercial 3D visualisation make sure your textures have a realistic world scale. A common red brick shouldn’t look like it’s a foot in length, or wooden floor panels measure 10mm wide. If you are creating the texture maps yourself, set up a real world scale guide to help you out, for example 1024 px = 1 meter in the real world, then derive everything else from that scale, it will help create realism and consistency in your scene.
6. In most cases 3D Visualisation relies on realism. It is crucial that texture maps are approached in the same way. Treat every surface, and therefore every texture map as a character, it has a history and a past. Every surface will over time have varying amounts of wear and tear, be it from human interaction to environmental erosion or weathering.Observe real world surfaces carefully and think about the history of the subject you are modeling. These small and seemingly unnoticeable details will make all the difference to the realism in any 3D Visualisation.
For more information on3D Architectural Visualisation click here. We can help developers create cost effective 3D Visualisationimages to help them advertise, promote and sell property






