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Apply Textures

In order for buildings to look realistic, textures will need to be applied. There are several steps to take when photographing buildings for texture mapping use:

  • For a block face, keep the same distance from the buildings while walking down the street and photographing buildings
  • Take a picture of the building looking straight on, try to stand in the middle of the building
  • Take photographs looking down the street in order to get protruding signs and facade differentation

Taking photographs of buildings detailed instructions (PDF).


Photo Preperation

After photographs of buildings have been captured, paste them together in Photoshop in order to have an exact image of the block face. Each building will need to be accomidated for parallax distortion. Erase street lights and parking meters, if necessary. Below is a sample texture map with the sky erased and saved as a png file so that the areas around the building are clear.

Adobe Photoshop will enable you to erase unwanted people, cars, and signs. Genrally, you want only the building to be attached to the buildng facade. It is much easier to construct the facade view from the street first, then build the models. In this example, a Photoshop block face was constructed to prepare the building facades for export. Each building facade is selected and exported as a png and sized according to powers of 2. For example, a typical texture map will be 512 x 256 or 1024 x 128 and saved as a png.

Applying Textures in Cosmo

The process of applying textures in each modeling package is different. In Cosmo, you simply click on the directory that houses your textures, select the texture, and drag it into the texture map window. Highligh the face of the box you wish to texture and click on the texture within the map window. The texture will appear on the box face.

Texture Mapping

Understanding how textures work will help you to apply textures to three dimensional objects. Textures are applied to the models and exported with the model to the CAVE and VRML. The following links walk through the texture mapping process:

Texture Mapping for VRML
Maya Texturing
Texture Mapping as a Fundamental Drawing Primitive
In Depth Look at Texture Mapping
Computer Graphics & Urban Planning
  What is Virtual Reality?
  What is a CAVE and why use it?
  VR & the Web
  Current & Future state of VR
  Ongoing projects
Overview of Classes & Program
  Newspace versus EVL computers
Project Fundamentals
  Collect Data
  Construct Models
  Apply Textures
  Program Interactivity
  Output to Display Device