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How do you make shop signs? They look so amazing
I hope I'm understanding this correctly, but if there is a very specific interior/area or object that needs to be made, I either look for readily available models/textures that make a perfect fit from my Gmod asset library, Sketchfab or textures.com or someplace else, and if nothing fits perfectly, I have to make them myself.
That is the best way to get them, but I used Google Street View and took screenshots of building facades that looked perfect, from all over Manhattan and the surrounding boroughs. It took a while to edit them using Photoshop from raw images into usable textures for the map. There are so many hidden gems to be made into textures, you just have to know where to look and explore to your heart's content.
Haha, don't worry about it. I have never been to New York myself and live on the other side of the planet, but I do love NY.
They are very much copied from images, if you try to come up with all the details yourself it wouldn't look very convincing. You would have to come up with hundreds of years worth of architecture made by real-life professionals and artists, and it's nearly impossible to re-invent that wheel. Looking at reference images for everything is very very important if you want to make something convincing.
They were done by taking images of real-life shop signs that you can find using Google images or Street View, then finding similar looking fonts that were used in them ( whatthefont.com is very good for this), and replacing any text that may reveal real phone numbers or names with something else you come up with. Maybe add some extra grime or detail that you want to add. I hope this helped.
And thank you for the compliment!
Thanks a lot for tutorial with in-depth tips! I hope it's going to be helpful not only for me, but for others too. And... damn i didn't know there is an option for timelines, i really need to use it more. Earlier i tried to work with textures that affected by lighting way too much, and, damn, it's definitely pain to fix. I mean, yea, it's possible, but there is no reason to fix lighting issues when you can just get an appropriate photo with a good, neutral lighting. And yea gotta say that i'm downloading Adobe Air to get ShoeBox with a Texture Ripper tool, i'd really wish to practice with this workflow, i don't know, make a building in Blender with all sorts of textures, with texture for first floor store, with a sign texture, with a texture for other floors and other sorts of details. I'm pretty sure Ian Hubert uses something like that, but now i'll just download this thing and fool around. Probably if it's going to be nice-looking render, i'll post it here as an example of power of this workflow. Additionally i'm really interested to experiment with these textures, with their colors, with potential to apply more detail by applying more photos on top, maybe making them seamless, all of that common texturing magic, but with usage of Google Street View as a source of building textures. I used textures.com for finding these building textures, but it's rather complicated and limited choice. I guess no one will be able to get so much photos of buildings as Google Street View can provide, and, besides the building, you get additional references, what a great bonus to make actually immersive surreal environment
And i did: https://imgur.com/a/f1FyGW6
It's really simple job, but even in this case i understood the pros and cons of finding buildings using Google Street View. It seems like you can spend a lot much more time on finding good spots, but if find one, processing of the photo is not really complicated. I mean, i don't think it's bad, it's nice to walk around New York when you can't access it in real life. Or not only New York, since this is Google Street View, i can access any place on this planet... Brazil maybe? Anyway
The only bad side of the render i did (second render at this link), is about how blurred is this building. And i guess the only way to fix it is splitting this building texture by 2: First floor store and windows for other floors. And, most importantly, first floor store must to be high-res enough, because this is the most noticable part of the building when you are walking near this building. Yet even in this case building seem to be nice, especially for 3D skybox
Edit: Missing words
Good to know! And... I can only imagine how long it takes just to make all of the building textures ._.
Safe to say I'm probably not going to add anything more in the map at this point. You can repurpose the lab room in the hospital for that though