How on earth do people texture like this

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  01 January 2013
How on earth do people texture like this

How do people get textures this good?
Usually I use photo textures and fit them into a Diffuse map in photoshop and it never looks this good
 
  01 January 2013
Well for one... you don't do any textures less than 4k size.
Pay attention to detail and start painting like you're doing the Sistine Chapel.

That and some of them already use Quixel dDO
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  01 January 2013
Proper unwrapping is the cornerstone of good game texture work.

The actual texture on the gun seems pretty simple. Its the weathering on the edges that's making it look extra special. That and the spec map on the metal.
 
  01 January 2013
Originally Posted by CGIPadawan: That and some of them already use Quixel dDO


That looks amazing!
 
  01 January 2013
So do you suggest that I add weathering effects through a program such as Mudbox or Zbrush? Or is unwrapping/photoshop/whateverphotoeditingsoftware. The best combo?
This is my first try at texturing something in 3ds max also is this a good model?
 
  01 January 2013
Originally Posted by Pyke: That looks amazing!


Wow, that is incredible, how come this hasn't been posted before? I remember nDO but never saw that before, that is really amazing.
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  01 January 2013
Honestly, I think that you need to focus on your modeling before going into texturing.





Your model may be good for say an iPhone game, but then your texturing would be rather different-and Im assuming you are aiming for a high end low poly model.
 
  01 January 2013
Originally Posted by Pyke: Honestly, I think that you need to focus on your modeling before going into texturing.


Your model may be good for say an iPhone game, but then your texturing would be rather different-and Im assuming you are aiming for a high end low poly model.

Yeah you are right but I just cant see any details I need... I've never had an eye for a sense of detail anyway, how do you suggest I go about improving my modelling? Also keeping it relatively low poly
 
  01 January 2013
Originally Posted by CGIPadawan: Well for one... you don't do any textures less than 4k size.
Pay attention to detail and start painting like you're doing the Sistine Chapel.

That and some of them already use Quixel dDO



whhat! that is very cool.. i've got to add that to my "me wants" list.
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  01 January 2013
Originally Posted by icantthinkofaname: Yeah you are right but I just cant see any details I need... I've never had an eye for a sense of detail anyway, how do you suggest I go about improving my modelling? Also keeping it relatively low poly


This may help:

http://www.moddb.com/tutorials/bere...-video-tutorial

Otherwise, there are a few tutorials here:

https://www.google.co.za/search?q=l...chrome&ie=UTF-8
 
  01 January 2013
Originally Posted by Pyke: This may help:

http://www.moddb.com/tutorials/bere...-video-tutorial

Otherwise, there are a few tutorials here:

https://www.google.co.za/search?q=l...chrome&ie=UTF-8

Ooh very nice thank you, I just saw you live in Joburg haha I lived in Sandton for 7 years
 
  01 January 2013
Weathering should always be hand painted and tell a story about the object.
That procedural tool isn't bad but it's still artificial and looks inferior to hand painted stuff.
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  01 January 2013
I agree that you cant beat a hand painted texture map-but to create a really quick base to work off of, I think that this is awesome.

Its like Crazy Bump....using it 'out of the box' isn't a good idea-but to use as a base to create things its perfect.
 
  01 January 2013
Originally Posted by Laa-Yosh: Weathering should always be hand painted and tell a story about the object.
That procedural tool isn't bad but it's still artificial and looks inferior to hand painted stuff.

Actually what this program does I also developed myself over the years of texturing for games (the same principles). And I'm sure other game texturers did. I think it's a step forward, but takes away some advantage for some of us. It's a first rough pass, and then you tweak it with hand. It's much faster than doing all-painted. But I'm still happy such tools start appearing, as making it in photoshop with old filters is longer and not as convenient. I'm quite surprised people didn't invent it before, as such passes are very useful with the speed game companies are pushing you to texture (let's say one complex vehicle in 3 days, good luck with budgets and all that manual placing...).
Expect texturing work to cheapen in the following years, soon more people will be able producing results people needed years to master. But we should have expected that, as the amount of content needs to be so much bigger for upcoming games. Characters are to follow...

Last edited by mister3d : 01 January 2013 at 11:14 AM.
 
  01 January 2013
I see programs like this really making a big impact on the indie and modding scene, where they may not have the time to spend days hand painting a model.
 
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