View Full Version : Need help texturing metal in UV maps images (photoshop)
snips 10-31-2006, 03:00 PM Ok. I have a UV image taken from a gun made in 3dsmax.
I import this to photoshop.
I follow some of these tutorials:
http://www.mohhs.com/tmp/metal.html
http://biorust.com/index.php?page=tutorial_detail&tutid=53
etc
and i made metal but just a block of it.
1.Now If i need to make the whole gun do i need to do this job for each part of the UV (every metal part i mean).
2. How exactly can u do that kind of worn-out edges as shown in those links?
http://forums.cgsociety.org/showthread.php?t=191723&highlight=gun+metal
http://forums.cgsociety.org/showthread.php?t=312547&highlight=gun+metal
Thx in advance.
I attach the UV image
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Stefan-Morrell
11-01-2006, 05:21 AM
the scratches can be loosely painted using a brush with scattering turned on(or just using a rough brush)
follow the template as a guide to where the scratches should be placed which is generally on exposed areas
snips
11-01-2006, 07:47 AM
THx Stefan for the photo. I have no problem regarding the scrathces.
But how did you achieve the white (wornout) parts of the image? Thats the difficult part for me...i mean only Dodge/burn method or something else.
I would much appreciated it if you wrote the method u used step by step....It would be very helpfull.
Thx again
scrimski
11-01-2006, 08:56 AM
double post
scrimski
11-01-2006, 08:57 AM
Create a new layer, fill it with white, noise, blur, motion blur it, sharpen, adjust levels - distort it a bit to add some irregularity - mask the desired parts out( use a grunge brush on this) and play around with transparency and blend modes.
Another way would be to apply a new standard grey materiale with some metal like specular highlight settings, bake the specularity in a texture using the unwrapped map channel and use this highlights as a guide for painting highlights in the texture.
Arild Wiro wrote a nice tutorial about worn out metal, check his homepage www.arildwiro.com
edit: and don't miss Stefan-Morrells excellent hard surface texture painting tutorial
snips
11-01-2006, 10:33 AM
Thx for the answer..
I ve already went throught the tuts u mention. But how to bake the specularity in the UV map? The UV map is already created but not by me. I have max but not the actuall knowledge of it..
Sorry for the noob questions.
snips
11-04-2006, 11:08 PM
Well THis is a max render:
http://img512.imageshack.us/img512/6738/maxrf7.th.jpg (http://img512.imageshack.us/my.php?image=maxrf7.jpg)
I know that CEMENT guns are far from being invented nowadays....:D
and this is how it shows in game:
http://img300.imageshack.us/img300/1642/ingameda0.th.jpg (http://img300.imageshack.us/my.php?image=ingameda0.jpg)
As u can see the position of the lighting affects the model-shadows in the game. The problem is that having that in mind i cant give it a metalic look. I mean if i make a part of the model more shinning like metal then this particular part will sta shined in game in with shadows the same time if it is away from the light.....Frustrated huh?
mmhnemo
11-08-2006, 12:34 PM
When texturing for game engines do not paint in the lights and shadows.
This is done ingame with lights and shaders.
You can use bump, normal maps to enhance cavities.
Specular maps for better control of the surface shininess.
This refers to 3d engines with said capabilities of course.
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