Tutorial:Hard Surface Texture Painting

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Old 06 June 2006   #31
Great tutorial Stefan, and really nice presentation it
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Old 06 June 2006   #32
I can get the UV map out and into PS7 using texporter but how the hell do I do a AMBIENT OCCLUSION (MR). I'm using max7. I can do texture well, but the way you done this is a far simplar way and would help loads...

I'm using max7...

PS

Thanks for the great TuTs

Last edited by Pixelgen : 06 June 2006 at 02:21 PM.
 
Old 06 June 2006   #33
Originally Posted by Pixelgen: I can get the UV map out and into PS7 using texporter but how the hell do I do a AMBIENT OCCLUSION (MR). I'm using max7. I can do texture well, but the way you done this is a far simplar way and would help loads...
I'm using max7...


the first thing is to change renderer from scanline to mental ray(or final render if you have it,)..that way the occlusion element becomes visible.
I'm fairly sure the render to texture settings are tied to your general render settings so set them up as you normally would..then open the 'render to texture' dialog.
most of the settings are self explanatory...usually the only adjustments I make are to the size of the render.

rendering uv templates is an option that came with 3dsMax8,found in the uvw editor

Cheers


 
Old 06 June 2006   #34
O boy.

Had a look at "Add texture element" AMBIENT OCCLUSION is missing,Nooooooooooooooooo. I does'nt seem to come with max 7.Is there anther way around this or a plugin, hell max 7 cost an arm and a leg, and I have no plans on updating right now. Also when I render to texture a complete map it the UV layout I'd done for the model gets a new UV layout. How can I render to txture and keep the sam UV layout...

Thanks for any advice

Last edited by Pixelgen : 06 June 2006 at 01:53 PM.
 
Old 06 June 2006   #35
Stefan-Morrell, thanks for sharing your knnowledge and techniques. Im gonna read over this tutorial agian when I get a chance. Your willingness to give insight into your workflow is what makes this forum such a valuable tool for everyone, Thanks agian.

Pixelgen heres a tutorial demonstrating AO with max 7, and I think there is a option in the render to texture dialog that will fix your uv issue. Its use automatic unwrapping or use existing uvs, or something to that effect
http://www.everflow.com/support/tut...Occlusion1.html
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Old 06 June 2006   #36
Thanks for the link Squirmy. A good tut on AO, but it doesn't go into rendering a uvw template with AO. I tried render to texture...but it automatically unwraps all the sides to different planes. It doesn't keep the shape of the geometry. I know there's just 1 lil step i'm missing, but can't figure it out. Thanks..
 
Old 06 June 2006   #37
Squirmy thanks on the UV issue, it was right in front of me...

BrokenWindow
All you have to do to use your UV unwrap is as follows

1 Open Render to Texture.
2 Simple scroll down to mapping coordinates and under objects, mark use existing channel.
3 Then simply setup the rest and Render to Texture... done

But I get a fine black line where's the odd seem is:
bummer...

Last edited by Pixelgen : 06 June 2006 at 10:56 PM.
 
Old 07 July 2006   #38
Many thanks to The Master of Textures!
this is the coolest
cheers
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Old 07 July 2006   #39
Thank you for this great tutorial stefan
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Old 07 July 2006   #40
Thumbs up

Awsome Tutorial! Its been a huge help in my work flow. Texturing is something I love doing- and you've helped stream line my efforts into a lean, mean hard texturing machine.

Your head is juicy egg full of knowledge! Thanks for crackin' it open for us.

Id love to see some more texturing tutorials from you maybe on other subjects like making realistic lights (i.e. Headlights or floodlights) ect.

You rock!
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Old 07 July 2006   #41
Originally Posted by Mr.Brick: Id love to see some more texturing tutorials from you maybe on other subjects like making realistic lights (i.e. Headlights or floodlights) ect.


this one might help,
http://www.danielbuck.net/index.php...ut/headlighttut

or this one from a 3dsmax forum post(specificaly mahmoudcg's reply):
http://forums.cgsociety.org/showthr...ight=headlights

Squirmy...thanks for that link,there's some great info in there

Cheers

Last edited by Stefan-Morrell : 07 July 2006 at 07:58 AM.
 
Old 07 July 2006   #42
very nice tut, thx - but I have to be a nuisance and reiterate the importance of using masks/mattes/channels

the main point for me in using them wouldn't be so much the fear of destroying the original texture, but rather the endless flexibility they provide, e.g.: copy a channel so you get a new alpha, adjust levels/curves, paint with b/w, blur, dodge, burn your new alpha, apply as a layer mask, view the RGB channel while having the mask selected, so that you have an instant preview while you paint away with b/w or use any other operation mentioned above, apply a channel from a different image to your mask, apply it to a different texture etc. etc.
 
Old 07 July 2006   #43
Is this even possible with a mouse? lol

I'm just guessing you rely heavily on pressure. I'm trying to use some grunge brushes to achieve the rough looking scrapes, but it seems like I have to change brushes every 8 pixels to make anything even remotely not suck.

Still though, thanks for the tips. Time to start in depth browsing of this forum for mousing tips
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Old 07 July 2006   #44
Thumbs up

This is just what I needed! I'm taking a texturing class this quarter and is tut will help me out a lot. Thanks Stefan!
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Old 07 July 2006   #45
Really, really great

I have learned a lot as a result of this tutorial.

I am ashamed to admit it, but I did not even grasp the concept of ambient occlusion until today.

I'm rendering an occlusion layer right now via Entropy. We'll see how it works, but I'm excited to be able to do some terrific textures as a result of your generosity in sharing this tutorial.

Thank you.
 
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