The Brief: You are required to model and texture a building suitable for a first-person game, working from photos of a noteworthy local building.
You will identify a noteworthy building. Photos will be used for reference to ensure accuracy and authenticity and, if desired, for the creation of textures. Textures may also be created from materials sourced from the internet. At least two textures must be seamlessly tiled. All textures will be composited/manipulated in Photoshop, saved as appropriately named tgas at a power of two resolution, and applied to a model in 3DS Max (2018) at a consistent texel resolution of 512x512 per base poly unit. You will use a single multi/sub-object material comprising of no more than eight discrete materials. Each discrete material must contain a single diffuse colour map, specular level map, and normal map, and must be flagged with a reactive material type ID such as stone, wood, etc. Opacity maps are optional and you are invited to employ decals and trims. Texture atlases must not exceed 1024x1024 pixels. Students are working with a poly budget of between 1,400 and 2,000 polys.