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View Full Version : Texturing Problem ?!?


Grezdog
05-18-2004, 09:42 AM
hey guys, i´m currently working on an architectural scene. After modelling i wanted to start texturing now.
i modelled the mainbuilding of my scene out of a simple box with extrude, bevel and so on, you know.
now i have a few possibilities to texture:
either i apply a box modifier and texture it with masks, mixes ...
or i make mutli-sub object material
or third, i unwrap it and paint the textures in photoshop...

generally i prefer the third one, because texturing with a single material is going to be too complicated for me ( maybe i´m doing wrong )
the problem is, it doesn´t matter what way i choose, i always get washed unsharp textures. by unwrapping it i get the best result, but that also i not sharp enough for me.
i unwrapped and exported with texporter in a 4000x4000 resolution, because i thought i can get a good sharpness and more detailed textures.

so is there a trick to sharpen it? i tried tiling the normal materials, but then i cannot control it good enough; tiling with unwrapped maps is no way either.

so maybe you can give me some advices.
if it´s needed i upload render of my textured box-building

thanks in advance

LFShade
05-18-2004, 10:19 AM
It's all about covering a smaller area with each texture map! Imagine the difference between devoting a 4000x4000 map to just a single stone versus an entire building - the stone will look way more sharp and detailed. Try and make sure that a surface's mapping coordinates take up as much image real-estate as possible, so that you always get the most detail out of your texture maps. Large surfaces such as exterior walls are usually not made up of single surfaces in the real world (they're usually stones or planks or such), so it might help to break up those surfaces in way that's appropriate to their construction, then use multiple individual maps to cover the larger area.

It's not a very specific answer, I know, but I hope it helps nonetheless:shrug:


RH

Changeling
05-19-2004, 12:23 AM
an alternative I have only briefly played with, but may help is a combination texture bake, photoshop.

first create a procedural textures as the background... with tiled bitmaps etc... eg bricks, with some noise, sploges, marble etc..

uv map as desired (as for photoshop)

use diffuse non shadow lighting (e-light seems to work pretty well) or lots of omni, to create a general illumination.

select some objects at a time, and texture bake. (you can specify resolution at this stage, and since textures are procedural, or high res tiles, plenty of detail to go around.)

You can then just add detail (photoshop), which you can also do by painting masks, and select baked texture in one chanel and dirt or whatever in the other.

Let us know how you go...

cheers

Grezdog
05-19-2004, 05:25 PM
texture baking gives me the same end result than exporting with texporter....same thing, but two different ways.

i will upload a preview render to show you

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