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Old 01-24-2013, 05:13 AM   #1
icantthinkofaname
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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
 
Old 01-24-2013, 05:48 AM   #2
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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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Old 01-24-2013, 05:51 AM   #3
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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.
 
Old 01-24-2013, 05:56 AM   #4
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Quote:
Originally Posted by CGIPadawan
That and some of them already use Quixel dDO


That looks amazing!
 
Old 01-24-2013, 06:23 AM   #5
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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?
 
Old 01-24-2013, 07:09 AM   #6
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Quote:
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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Old 01-24-2013, 07:27 AM   #7
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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.
 
Old 01-24-2013, 07:37 AM   #8
icantthinkofaname
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Quote:
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
 
Old 01-24-2013, 08:06 AM   #9
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Quote:
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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Old 01-24-2013, 08:17 AM   #10
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Quote:
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
 
Old 01-24-2013, 09:39 AM   #11
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Ooh very nice thank you, I just saw you live in Joburg haha I lived in Sandton for 7 years
 
Old 01-24-2013, 10:00 AM   #12
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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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Old 01-24-2013, 10:41 AM   #13
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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.
 
Old 01-24-2013, 11:05 AM   #14
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Quote:
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 : 01-24-2013 at 11:14 AM.
 
Old 01-24-2013, 11:18 AM   #15
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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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