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View Full Version : Question about general texturing/modelling order


adyus
04-16-2003, 11:20 AM
I don't know if it's really the best place to post this, so feel free to move this in the appropriate forum. I was just wondering which technique you all use when starting a project. I was thinking one of these three:
-Start modelling, making and adding the texture (UV, of course, nobody uses standard mapped textures anymore) to each modeled piece as it's done
-Make all the textures, then model, then assign
-Model the whole and add textures after it's done.

Also, I was wondering how you begin drawing a texture and if there's a certain order I should follow. I believe patience is the most important skill a texture expert should have. Guess I must educate my patience before aspiring to be a successfull CG artist.

Let me know what you think.

timsvw
04-16-2003, 12:30 PM
You should finish the model first and then apply the textures.

-Tim

leigh
04-17-2003, 03:52 AM
Finish the model and then texture.
Without a doubt.

UV, of course, nobody uses standard mapped textures anymore

As a matter of fact, standard projections are still actually technically more accurate than UV maps, and are definitely not outmoded in any way. Why us UV maps in all situations? I use loads of UV maps in my own work, but if something I am modelling doesn't require them, why should I use them?

And as for painting the textures, this may sound daft, but you just paint the details that have to be there :shrug:
If you think about it, that's quite a complex concept :)

adyus
04-17-2003, 07:01 AM
Hmmm...Whenever I do that I end up with a model that I'm too tired or bored to texture. (see the WIP section (http://www.adyus.com) of my site). Is there anything wrong with texturing pieces of the model as I finish modelling them? UV mapping could be a problem on complex models too, so would taking it step by step make it easier? (keep in mind that I may be considered a newbie)

adyus
04-17-2003, 07:15 AM
Leigh, I don't know if you're familliar with Blender (it's free so some may consider it worthess), but currently it only supports raytracing through exporting. I chose the young and still fresh YafRay for rendering, and Yafray only supports UV mapped textures, even for simple objects. So I must first create the UV map in Blender, then assign a texture to it using Yafray. I'm not complaining, as it was surely time I learned how to UV texture properly (a big step to being better, IMHO). Thank you for your opinion, Texture Goddess.

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