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


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


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.


That looks amazing!


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?


Wow, that is incredible, how come this hasn’t been posted before? I remember nDO but never saw that before, that is really amazing.


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


whhat! that is very cool… i’ve got to add that to my “me wants” list.


This may help:

Otherwise, there are a few tutorials here:,mod=0&sourceid=chrome&ie=UTF-8


Ooh very nice thank you, I just saw you live in Joburg haha I lived in Sandton for 7 years :stuck_out_tongue:


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.


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.


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. :slight_smile: 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…


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.


Am I the only one who finds that example a bit meh?

Texturing is about an attention to detail. You don’t just slap a photo into a UV layout and leave it at that - a good texture painter spends time detailing the texture according to the shape of the model, putting in idiosyncratic touches to show how the object is used. In other words, creating details that are motivated.

Studying real life references, and developing an innate understanding of how objects are handled, and exposed to weather and other forces, are essential for texturing.

This is why you get people who specialise in texturing. Because texturing isn’t a five minute process.


If I texture a complex object, I first prepare masks for assigning textures for each material or part (I render them by assigning basic colors). Also I draw any bump details first. And then I assign base materials (wood, metal etc) based on those masks. Then I use the workflow this plugin essentially does, extracting different effects from ambient occlusion, bump details and also masks. I also render AO as a lightmap and for other stuff, as this is still a way to go with game texturing.
Then I make tear-wear, and it’s all on different layers.
Usually one texture consists of hundreds of layers for each material (diffuse, bump, specular). I almost never use scratches painted into single diffuse or any other tear-wear effects, and always add them on top on other layers. As I’ll have to make bump and specular from those, and also other textures.
This is one diffuse texture (a bit chaotic with naming, but that’s fine for this project).


No you are not. When I clicked it, I was surprised NOT be stunned, there are better examples, many of them on here !


No. I would advise everybody to never texture a gun like that. There is nothing realistic about it. It looks like a old die cast toy.


Yes it’s the attention to little details that make this stand out.