Lol already forgot i posted here. But you gave the exact answere i need. Worked like a charm… thanks!
How to Paint game textures
as far at that brick wall problem there is a new filter in CS2 under filter->distort ->lenscorrection that aids in vairous camera distortions. All of the sliders are pretty easy to figure out with a quick bit of playing, here’s what the various things you can fix in this dialog:
Fisheye, or spherical distortions (like in the brick image)
Keystoning-if you take a picture that’s not perfectly level the top will appear larger than
the bottom, or vice versa (also works for the horizontal direction too)
Vingetteing-Where the edges of the image are darker or lighter than the center
Chromatic Abberation-little rainbow-ish distortions
this tool is extremely useful when creating seemless textures, so please make sure to check it out. Pretty self explanetory, like I said, so that’s wh yididn’t really go into depth about the various features. if you have any questions just msg me and ask
Even after having used PS CS2 for a long, long time, I haven’t checked out all filters…I think I’ll try that one next; thanks for the tip ![]()
As someone who hasn’t upgraded to CS2 yet, are there other filters that were added that people find help with texture creation? That lens correction filter sounds awesome.
Many people refer to this site:
http://st.burst.cc/tutorials.htm
As a good source for learning how to texture.
I’ve read through a bunch of textures and tried many of the techniques. Then I find halfway though that will all fall apart when it is time to continue with a bump or spec map. It seems that the tutorials use only one or two layers and many of the techniques are just painting onto a base layer and building it step by step. I can’t think of a way to seperate details, like scratches, from a base layer for use in a spec map.
Does anyone have any comments on this?
To seperate such details, make 'em on a seperate layer instead of the base one. That’s what I do and it serves me just fine 
So paint some white on a new layer and set it to color or linear dodge, and same with black and burning.
Blending modes let you break a lot of that into different layers.
Hay guys I posted a thread in max forum, it was about displaying animated gif files in the viewport. I was told I could do this via projection light.
Can anyone help me how I could go about doing this?
cheers
I’d strongly adivce against using Dodge and Burn. If you need to change the colour, paint it and change the mode of your brush instead or use a separate layer. That goes for cracks/highlights too. Paint them on a separate layer since it will make creating normal and spec maps a helluva lot easier. By doing that and being smart with your layers and overlays, you can get away with having 4-6 layers and still being able to create all the other maps you need with those 4-6 layers alone.
Example:
Texture Overlay (woodgrain/dirt/rock etc)
Highlights
Cracks
(stains? discolouration?)
Base colour layer
Keeps it clean and organized 
This might not work for all kinds of textures of course but you can get pretty far with it.
Does anybody know of any tutorials to get me started on texturing facial maps? Currently my texturing skills specifically organic is pretty poor.
Thanks
Guys, I need a quick help. I started getting into texturing, so I want to start using specs, bumps etc, do I need a specific fx file or do I just use the default material editor’s bump and reflection feature?
Also, if I want to texture a wall, should I unwrap it or should I use planes with alphas, in order for me to add dirts, marks etc
cheers all ![]()
Hellboy: I am gonna try to help a little bit. I am not understanding your first question regarding “specific fx file”, all I know bump usually you want to use somewhat an image that is assisted from your color map, because placement is very crucial, if trying to make bump map from scratch use the color map as a guide(such as identifying cracks on a bricks wall, or folds on a face). This is why usually making textures from scratch in photoshop helps cuz a lot of times you would have the layers separated and you can isolate some of that layer to be a bump image.
and for the second question I would unwrap for the color channel(this way any lines from bricks or tiles will match up at the corners of the wall). And for any dirt/crack/noise, you can layer it on top(same material) with multiply, unless you want to use a separate material(usually multiply is enough for me). But the key is to avoid tiling, make each dirt/crack/noise file tile repeat a different amount and rotated. Remember, this is for an overall dirt/crack texture over the wall, not decals.
If you choose to have a specific dirt/mark then you’re right either use a plane with alpha, or I use multiple UV channels on the same wall geometry, I would invest on one channel that specifically used to decal on things on the wall, like a poster, grafitti, cracks.
Hope this helps
Sup all… I wrote this tutorial, trying to be as in depth as possible.
Applicable to current gen, and next gen texture maps...
Here ya go:
It’s lengthy, but I cover everything 
–edit–
Updated address
hay all
thx Kangataz ![]()
I have modelled a car and unwrapped it. I’m have difficulties trying to mix a car paint material in Max. Preferablly to see it on the viewport. I quickly threw a gloss map and a reflection map and converted the material as a .fx file. This is how it turned out:
http://img.photobucket.com/albums/v323/mwarsame/dxshader.jpg
I then did a material with the same options but also added a diffuse map but I can’t see my diffuse texture once I convert it to a .fx file.
How can I tackle this problem? how can I do a car paint in general
cheers
Hey Guys!
I’m looking for a program or plugin (or whatever) that makes Pixels Overflowing on textures as a postprocess! (you know, pixels bleeding through UV borders)
Do You know anything like this? Would come handy right now!
Thanx!
I have a Photoshop Action that does this.
http://www.ericchadwick.com/examples/files/uv_edge_filter.zip
Santiago Orgaz added a dilation Photoshop plugin to his free Xnormal tool, check it out…
http://www.xnormal.net/
I, for one, tend to use adjustment layers