Banished Ventures

Making a new tavern – Part 3

Time to finish the new model and to make a proper texture. I go back to my UV map in Blender which was previously created. I scale the unwrapped faces to about 128 pixels per game tile, except of the lettering, which is enlarged by 400% to get a higher quality. I arrange all faces in groups and rotate them in the right direction. Faces with same material can overlap to save space. It is fumbling but worth the effort for the next step.

UV map in Blender

The UV-Layout is exported and loaded into Photoshop. This way I get the outline of faces in my graphics software to can add textures at the right position. My favorite source of texture images is sketchuptexture.com but there are many other sites. These images have to be scaled, changed in color, brightness and so on. Additional layers I make for weathering and other effects. It needs some adjustments and testing with lighting conditions in game until I’m satisfied. In this case it was not easy to find the right shade of this special pink-colored wood. Another image is to create for ambient occlusion which means shadowing of diffuse light. This is made in Blender and needs to be adjusted in Photoshop.

Textures for the new tavern

More textures are necessary as terrain ‘footprint’, for the apartments and for building stages. If all is done, it looks in game like this. The Stora Gungan of Stockholm in Banished, ready to live in and to drink a beer or to have a Crayfish party. If you want to see this model in game, just download the North mod and choose it from the town service toolbar. Have fun!

The textured tavern in game

Part 1 – 3D Modeling
Part 2 – Game functions

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