View Full Version : Introduction to Texturing
Northchild 04-22-2003, 01:58 PM G'day all,
Although I have studied a bit and know about the different shader types, differences between procedural and bitmap textures, and so on... I have very little experience texturing things.
For example, say I'm starting with a simple box that I want to decorate as I would a house. How would I even begin to texturing it so that it looks like a house? The only thing that I really know how to do is to assign a bitmap or procedural material to it. The box now looks like a single block of wood, and the wood looks silly.
It seems like there are many things associated with texturing, and I've completed a number of the tutorials included with the software, but there's a huge difference between finding out where the buttons are while following directions, and staring at a blank screen. I'm hoping that it's all going to click when I sit down this weekend and practice for hours.
Any suggestions about where to start would be helpful. Even chatting here about things would be helpful.
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Howdy !
I think you want to look out for UVW, UVmaps and unwrapping modifier, either in the help files and tutorials, or in the sticky "Tutorial Gallore" thread up above.
It's all about flattening your mesh in a 2d space so that you can use it as a guide/reference to paint the map.
So it'll require that you somehow create selection sets using MatIds for example, sets that you'll then need to define projection types (UVMaps) for, and once you're done, you'll need to organise these sets in a 2d space, which will let you then save a image (using, say, Textporter) to paint on in Photoshop (or any else), kind of like a canvas or reference.
Once you're done, your map should apply correctly and without seams onto your geometry.
Well this is kind of a short explanation, but looking in help files and tutorials you'll get it pretty fast : )
mouj
Northchild
04-22-2003, 02:46 PM
Thank you for the reply!
I remember working briefly with the unwrapping modifier when completing the Discreet spaceship texturing tutorial.
So basically, it's about flattening various parts of the 3d mesh, painting them with Photoshop in 2d space, then assigning each part back to the model? Sounds like it can be difficult.
I remember seeing a product called Deep Paint a while ago and have often wondered why that wasn't included in 3ds. It's not that I can't appreciate the way that things work now, just that the process seems counter-intuitive at first glance. While I would love to own at least ten plug-ins, (so far), for max... as a second-year student it's difficult to justify even the educational version of the Deep Paint software.
I'll check out the Tutorials Gallore thread, thanks again. :)
Yup !
Well it's about that, but you actually paint a one map, that contains the diverse parts on the mesh; well tutorials will explain this a lot better, and actually there is not only one way to do so.
All i could say is it is not that difficult, it takes a while to fully understand it, and then it just takes a while to achieve !
But it also garantees that you'll be painting exactly what you want where you want it.
mouj
Johnny_Scott
04-23-2003, 04:30 AM
When I first started texturing I had the same question about there being a 3d texturing module in max and I tried a couple different 3d painting programs.
After being frustrated with strange results and slow performance, I decided to forgoe 3d paint programs and take the unwrapping plunge. In the end, it was easier for me to learn how to unwrap a surface then to try to change my entire image manipulation world-view (ie give up photoshop for deep paint).
my two cent anyways...:wavey:
tcomputerchip
04-23-2003, 05:26 PM
This was my first U.V. tutorial after reading through the 3dsmax book of tutorials that comes with the software.
I found it very helpful, everything I learned about U.V. is in this tutorial.
http://www.3dtotal.com/ffa/tutorials/max/UVW_mapping_an_object/UVW_mapping_an_object1.asp
It's a little more complicated model than the stupid ship tutorial that comes with max.
Tutorial from http://www.3dtotal.com
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