PDA

View Full Version : 10 Top Texturing Tips :: Tutorial


PaulHellard
09-04-2008, 06:50 AM
Hey there,

One of our friends at Game-Artist.net offered an article that covers some hints at 'dirtying down' a model for use in a game. While not purporting to be the 'Holy Grail' of texturing, we are happy that he thought of us and I thank Jeroen Maton for his efforts.

Click the image for a read and come back to give nice comments...

http://features.cgsociety.org//images/plugs/feature/topten.jpg (http://features.cgsociety.org/story.php?story_id=4678)

Kabab
09-04-2008, 07:08 AM
Very useful thanks!!

aussie3d
09-04-2008, 08:28 AM
Much appreciated Thanks, all this helps.
Gary..

mandana
09-04-2008, 09:04 AM
wow.really useful man
thank you so much :thumbsup:

eMPeck
09-04-2008, 09:27 AM
Good article, thanks :)

Psionic Design
09-04-2008, 09:28 AM
Some great tips and techniques!!!

betapilot
09-04-2008, 11:03 AM
Thanks man just what I needed.

rayboy
09-04-2008, 11:46 AM
looks great - will have a full read later.

BTW the header image is flipped...

MichaWha
09-04-2008, 12:38 PM
Very interesting tutorial, thank you !

Jeggis
09-04-2008, 01:01 PM
Looks interesting. I've been diving into texturing/materializing the last months, maybe I'll pick up good tips and tricks:).
Thanks for sharing!

Gravedigger
09-04-2008, 01:38 PM
aaah...great one! thanks for posting it here and thanks to our friend at game-artist.net aswell!

grs Gravedigger

gamester
09-04-2008, 02:31 PM
A well done article. Very forward and helpful to anyone looking for direction on texture work. If I can point out one thing, on page 2 (http://features.cgsociety.org/story_custom.php?story_id=4678&page=2) the forklift is flipped causing all the text to be backwards. It was kinda funny to see that and on the same page you talk about texture clusters. Then on the top, it looks like you mirrored the texture on the forklift. :)

doylle
09-04-2008, 02:57 PM
Glad you guys like the article :)

Some of the images are mirrored indeed. The original models/textures were ok, but I'm afraid the graphics designer mirrored them to make a nicer banner...

ooh the irony... ^^

Kanga
09-04-2008, 03:29 PM
Very informative and well written article Jeroen. The guide was a pleasure to read. Bookmarked:D.

Cheerio Chris

Herne
09-04-2008, 04:08 PM
Great Stuff ! thanks to Jeroen ;) although i knew some of these things before, nevertheless,usefull,again thx

Cheers Herne

swardson
09-04-2008, 04:16 PM
Nice job, well presented... good information. I will be referring to this one for sure.

Thanks!

Brad

gauravindian
09-04-2008, 04:20 PM
Thanks for this tutorial.

CGmonkey
09-04-2008, 04:43 PM
Much obliged, sir!:)

Great article..

Ammarkk
09-04-2008, 04:50 PM
Thanks man .....
Really this is so cool tut ....
Thanks again..

Rizo
09-04-2008, 06:06 PM
Great article, a lot of useful tips, thanks for sharing!
Cesar

smurfbizkit2
09-04-2008, 06:47 PM
Definitely is one of the better texturing tutorials I've read, nicely done. :)

Was also cool to see one of the Hull Breach flats referenced, shame that mod is gone now.

Brasil
09-04-2008, 09:16 PM
Its good opportunity to share more tips.. C'omon guys show your best tricks ;)

davidportoles
09-04-2008, 09:23 PM
Sincelery, EXCELLENT
I discovered a couple of things that i have no doubt i'm going to use from now on.
thanks thanks thanks a lot!

ds
09-05-2008, 02:46 AM
Er.....yeah.
I designed this article, its not mirrored at all, its all your monitors displays that are Flipped!!
Just Kidding, I was merely checking to see how much you are switched on...*cough*
;)

Shawin
09-05-2008, 04:50 AM
Nice tips. I'm trying to learn texturing now and this was really worth reading.
Uh, btw there's something on page 2, number 9. "Some people use advanced GI settings to bake there AO maps". That should be "their". :p

Fumetsu
09-05-2008, 05:45 AM
Bookmarked!
Thank you very much sir.

stage-gr
09-05-2008, 08:56 AM
that was very interesting
thanks for your time and effort:thumbsup:

dEDa
09-05-2008, 12:23 PM
THANK YOU!! I'm very happy to see that!
:bounce:

mrwrong
09-05-2008, 02:10 PM
Thanks,man!
Concise and helpful!

bjallal
09-05-2008, 02:36 PM
thx for this one ;)

ninjacore
09-05-2008, 05:11 PM
good stuff.

i'm a keen fan of the Reduce Noise filter in Pshop. i mostly use it for it sharpness slider (why i dont use the unsharp mask i dont know..). then sometimes adding the sharpness but popping out a tiny bit of noise, getting some intresting results.

if you use a photo texture from a texture site, try and make it unique. theres been times either on here, or even in games, i've recognised a texture that i've seen before.

Generalvivi
09-05-2008, 07:52 PM
This = awesome!

Polydrawer
09-05-2008, 11:32 PM
tnx jeroen for the insightful information :)
and congratz on getting your article featured you guys did a great job teaming up with cgsociety.

bleumoon
09-06-2008, 03:35 AM
Mirrored or not, those textures are gorgeous. Thanks for tanking the time to share some of your tricks. I'd be hard pressed to find any of that in a book :thumbsup:

majid-smiley
09-06-2008, 08:18 AM
very useful! thanx...

MatthewNovak
09-07-2008, 05:42 AM
Good stuff!

ysvry
09-08-2008, 02:43 AM
great tut , thx for sharing.

Hoen
09-08-2008, 07:20 PM
Thank you for this tutorial :) Really useful!

thanks! :beer:

CrisdeLara2007
09-10-2008, 01:20 PM
Thanks a lot for this tutorial I learned a lot!! Really great!

ivanegues
09-10-2008, 03:06 PM
Thanks!
Very helpful. :thumbsup:

Au79
09-10-2008, 07:46 PM
Beautiful and useful tutorial.
Thank you very much for it, hope to try some of it soon :)

todd4cgi
09-10-2008, 08:54 PM
Thanks a million, Paul. Those are excellent tips. I especially liked the information on using Blending Options in Photoshop to better integrate rust into a texture. Blending Options are one of those tools that always seem to slip my mind, but when I hear about them again I always think, "Of course!"

Thanks again.

Cheers,
Todd

Kryzon
09-10-2008, 10:09 PM
Thank you for taking the time to write that article. It is the Holy Grail of indie game texturing :D

MurdokX
09-10-2008, 11:34 PM
Great read, thank you

thomashowes5
09-12-2008, 04:54 AM
Hey guys I'm not sure if this is even remotely possible but are you exporting the Ambient Occlusion or just using the mental ray AO material on objects?

doylle
09-13-2008, 06:43 AM
Well the idea is to bake your shadow information to a texture, like you do with normal maps, and then use that in your diffuse map (well, generally). You can use mental ray for this, but it works equally well with scanline renderer. Once applied to the diffuse map, the difference is hardly visible... And even if there was a difference, it wouldn't really matter. No one will ever notice once it's ingame, or in a scene...

I hope that answers your question :)

Jeroen

thomashowes5
09-13-2008, 02:46 PM
Thanks for your help!

Silgrin
09-19-2008, 10:03 AM
OK, very nice and beautiful, but not everybody has Photoshop:banghead: I would praise sb for a link to Gimp tex layering, painting and UV!! "Grokking..." is too general, not goal-oriented, and I`m not advanced enough to study ref mans. I still can`t find any useful tutes... and all UV tutes I know end on or skip the section of 2D work! This keeps being a major obstacle for my tex work... recently I did some primitive "painting" in MS Photo Editor! not a nice job...

virtualartbase
09-19-2008, 05:25 PM
really useful thnx for the post! ;)

CGTalk Moderation
09-19-2008, 05:25 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.