View Full Version : biggest's texturing help thread
biggestkid 09-04-2009, 10:26 AM OK guys since no1 wants to texture my wall model, ill have to do it myself. God this is gonna turn out bad, which is why i created a whole thread just for help on it.
First things first, im gonna start off with the Imperial Aquila. How can i create a realistic metal texture? Also, how can i apply a realistic looking rust to this metal?
I have a basic-intermediate knowledge of photoshop cs4, and have already looked around on google but most of the tutorials there are explained badly or dont work in cs4 due to changes in UI.
thanks for all help,
biggest_kid
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Piflik
09-04-2009, 12:02 PM
Have a look here. There are Textures and Tutorials on PS. And changes in UI are not a valid reason for a Tutorial to not work...you're just too lazy to think...
biggestkid
09-05-2009, 02:00 AM
No i mean like i cant find the tools, or they've changed and i dont recognise them, or they do a slightly different function and give results different to the tutorial.
Blanks
09-05-2009, 07:20 PM
Post the links to the tutorials and ill see if i can help you find the tools in photoshop
biggestkid
09-05-2009, 10:31 PM
Actually i found an easier way to texture, just use seamless textures pre-made on the net, and then buff them down so they dont look too photoreal with photoshop.
Blanks
09-05-2009, 10:47 PM
Ok no worries. Never hurts to learn new skills though
Cameo
09-06-2009, 02:29 AM
OK guys since no1 wants to texture my wall model, ill have to do it myself. God this is gonna turn out bad, which is why i created a whole thread just for help on it.
Surely in the long run it's better for you to work this out for yourself anyway? Just get stuck in and have a go and see what you can come up with.
biggestkid
09-06-2009, 10:23 PM
Yeah i guess you're right there Cameo. I guess texturing your own models is easier than getting someone else to do it as you know what it should and what you want it to look like. You also know the uv layout better than someone who has just seen it. So i can see where you're coming from.
Anyway here is the texture so far. I need some ideas for the grey slanted boxes and grey top boxes. As you can see they currently have no texture and im looking for something to put there. Anyone got any ideas?
(Image is attached to this post)
grafmishurov
09-06-2009, 10:43 PM
I think that the best way for creating your own textures is to photograph real surfaces, and make them seamless with PS: stamp tool and offset filter.
Cameo
09-06-2009, 10:52 PM
What's the story behind the wall? is it part of an external wall or an internal corridor because that has a pretty big impact on the final look ie: if weather has affected it. The grey boxes resemble tiles to me so I would go with something along those lines? The skull emblems look somewhat blurred, did you scale up the original sourceimage on your texture?
Once you are happy with your colour map base you can start introducing dirt, grime, stains and so on to make it more visually appealing. Don't forget that you need to use more than just a colour map to create convincing materials. The brick / stone work are crying out for a bump map and using a specular map in conjunction with this will help give a more convincing result.
Experiment a little, nothing is set in stone (no pun intended) so keep trying out different looks and ideas - a lot of times I have arrived at looks by accident rather than design, especially when working on personal projects.
biggestkid
09-07-2009, 08:08 AM
Lol yes the source images of the skulls were scaled up quite a bit, but it looked not too bad to me so i left it lol.
Also, its an external wall, an entrance to an elevator going underground to be precise. So yes i guess itd be affected by wind, rain and the rest lol. Though i dont know how to do small details like moss, stains and what not very well.
Also, i sorta know how to do bump maps, but not coloured ones, and i dont know how to apply two materials in max, or if 2 materials work in ut3, which is what the model is for. And i have no idea what a specular map is or how to use it lol. As you can see, some tutorials would be greatly appreciated please.
Thanks for the help btw cameo.
Cameo
09-07-2009, 12:20 PM
The texturing guides which leigh kindly made will help you a lot in understanding the various aspects of texturing
http://forums.cgsociety.org/showthread.php?f=46&t=392677
biggestkid
09-08-2009, 07:53 AM
OK so specular is like a reflectivity map, i get it.
I know how to apply specular, difuse and bump maps to an individual model in 3ds max if they are seperate image files(so for example a difuse image, bump map image and specular map image), but in those tutorials, they talk about using Layer Groups to create different maps in the same image file in photoshop.
How can i apply this single image file to the model in 3ds max, and still have it incorporate the bump, specular and colour maps of the different Layer Groups onto the model?
Hope you understand that lol. thanks for the help and tutorials.
musashidan
09-08-2009, 09:41 AM
Specular highlights are fake reflections which mimic the reflection of the light source.alot of people don't use them anymore but just use real ray traced reflections.
You'll have to create a separate map for diffuse,bump,spec.some people just slap the diffuse into all the slots but this is inaccurate(and lazy:D )
biggestkid
09-08-2009, 10:24 PM
So by seperate maps do you mean seperate image files for each map?
musashidan
09-09-2009, 06:01 PM
So by seperate maps do you mean seperate image files for each map?
That's correct.
biggestkid
09-09-2009, 10:21 PM
Ok so then do i just tick the appropriate boxes and find each image/map in max's material editor?
biggestkid
09-11-2009, 09:30 AM
Ok how would you guys go about creating a bump map for bricks? Or how would you create a bump map to fit my current colour map?
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