How to Paint game textures


#161

hey!!

a few pages back (page 5 i think) someone mentioned that they were going to write a tutorial on painting out seams in game textures. well, it would seem that they haven’t got round to it yet, or have forgot. would someone be so kind as to point me in the direction of a good tutorial that covers this.
I use Max and Pshop.

cheers!!


#162

hey!!

i’ve just re-read the whole of this topic just to make sure i didn’t miss anythign on painting out seams, and i came across this.

FUNGUSMONKET wrote:

Just thought I’d brag about Lightwave a bit…

What I do a lot with my models is set up the UV’s as best I can and then go back in later and do touch-up’s with planar maps. Here’s what I mean:

  1. I set up say, a leg. The UV seam is on the inside of the leg.
  1. After I paint as best I can, there’s still a little seam (or the seam is REAL ugly), so I set up a planar map of the seam and the area around it, and I use surface baker to export all the color information to a .tif
  1. I fix the problem in photoshop using the clone tool, paintbrush, etc.
  1. In Photoshop, I create an alpha map for the fixed seam picture.
  1. Back in Lightwave, I add another layer to the pants texture, slap the fixed seam pic on there, and then blend it into the original UVmapped texture using the alpha map.
  1. Use surface baker to export the color information back out to another .tif, this time using the original UV Map.

Presto! Seam fixed. May be a little complex, but when I get some pictures up you’ll see what I mean.

is there a similar method in max using UV channels and render to texture?
i’ve been playing around with it trying to get it to work but i can’t :frowning:
i think i can imagine the workflow, i just can’t get it to work.
here is what i wan’t to do.

1.UV map the model with the seams where i want them. UV channel 1

2.then planar map over the seams in channel 2.

3.export it to Pshop and paint the texture where the seam “should” be.

4.back in Max, render to texture from UV channel 2 to UV channel 1.

5.seams should no longer appear.

is this possible at all, or am i completely on the wrong track here?
if there is a simpler way please let me know. (or if you know how to get this way to work)

hope someone can help me with this as it’s driving me up the wall.

cheers!!


#163

hey!!

hmm i searched on this forum for hours last night.
then i posted on cgchat and someone gave me this link, back to this forum. :slight_smile:
solves my problem beautifully. so if anyone else is having trouble with seams, then go here

http://forums.cgsociety.org/showthread.php?t=242772&page=10&pp=15

cheers!!


#164

you dont really need any tricks to paint out seams… most people just do it the old fashioned way (at least i do) and end up with good results. just keep painting and previewing over and over till its right.


#165

Yes, this is possible. But it is time-consuming, and in the biz, time is money. 3D paint is great for this, leap in and give it a spin.


#166

the biggest :
http://www.planetunreal.com/identitycrisis/tutorials/skinning.shtml
the best :
http://st.burst.cc/tutorials.htm
_
http://max3d.pl/forum/attachment.php?attachmentid=14531&d=1113557480
http://img222.imageshack.us/my.php?image=trees7gm7fd.jpg
http://www.poopinmymouth.com/tutorial/tutorial.htm
the best :
http://st.burst.cc/tutorials.htm


#167

The tutorials you labeled “Best” also helped me a lot to get started :slight_smile:

These and a lot of new tutorials in the same department (mostly about guns and other fps essentials) have been gathered at

http://www.sourceblog.net/page.php?file=/tuts/skin/Text/textskin

:slight_smile:

Ben Mathis´s tutorials are also great to grasp some of the basics and also the theory behind it, if you (like me) have no or little traditional art backround :slight_smile: If you read this, Ben, THANKS SO MUCH !!


#168

hello guys :slight_smile:
First of all - great thread, I have read almoust every of the 12 pages here this evning and I think I have lerned a lot - and I colected materials, tuts etc. to learn even more - big thanks for that :slight_smile:

But, I haven’t found anything about making stuff that make a texture real kick ass - about making the dirt, the scretches, the feeling of old material and so one… If you dont’ know wat exacly am I talking about (sorry for my english skilz) :wink: please take a look on those links ->

Hatred work ->
http://forums.cgsociety.org/showthread.php?t=306736

Maggem work -> http://www.maggem.com/axe-tex.htm
http://www.maggem.com/axe.htm

I know that making this kind of thing is easier when you have practiced a lot, but I don’t even know how to start practising it… I have a quite flat, and I want to give it some dirt, scretches and so… Got any tips / trics / tuts?


#169

Arkadius, have you looked in the links people have been posting here?

There are plenty of painting tutorials that teach you how to do detail work. For example, try the link that makkE added, in the post right above yours. The first tutorial listed at that site is a good one to get started with.

1-pixel brushes are your friend! But beware going too far with detail, you may lose the “big picture.” The artist Hatred did this with his character. He has too many fine details and not enough broad strokes, so the character looks flat and noisy.


#170

thx Eric for reply :slight_smile:
yeah, I saw that, but those tuts that was not exacly what I was looking for… They rather show how to make very basic materials than efects I needed. I searched the web and I think I found what I was looking for here:

[http://www.3dtotal.com/ffa/tutorials/photoshop/worn_metal/metal.asp](http://www.3dtotal.com/ffa/tutorials/photoshop/worn_metal/metal.asp)

[http://www.tutorio.com/tutorial/photoshop-metal-texture](http://www.tutorio.com/tutorial/photoshop-metal-texture)

[http://67.15.36.49/team/Tutorials/texture_katherine_dinger/dirty_texture01.asp](http://67.15.36.49/team/Tutorials/texture_katherine_dinger/dirty_texture01.asp)

[http://67.15.36.49/team/Tutorials/texturing_metal/texturing_metal1.asp](http://67.15.36.49/team/Tutorials/texturing_metal/texturing_metal1.asp)

I guess that most of you know this tuts, but they can be be very halpfull if someone will have similar problem in the future, so I’m posting they here.

Chers :slight_smile:


#171

Anyone have any good tips or trick for making tree, or plant textures. I need to start making some soon and thats something I am not really good at.


#172

Kwyjibo - sure, use the alpha chanel end flat polygons to make a palnt. Check this out: http://img222.imageshack.us/my.php?image=trees7gm7fd.jpg

It’s from here: http://www.glest.org/
hope this helps.


#173

If for realistic-style trees, photos are the best bet.


#174

ok here is something i posted on making image planes as hair on a 3d character in 3ds max,
http://forums.cgsociety.org/showthread.php?t=333606
i was needing help in the subject if you are wondering,
i just need to know how to paint the hair in photoshop to get them on the planes correctly,could someone explain alpha to me,ive seen people mention it,Chris^_^


#175

Chris,

Some hair texture painting tips:
http://forums.cgsociety.org/showthread.php?p=742888&highlight=hair#post742888

Alpha is (usually) for transparency… white is solid, black is clear, and the grays in between vary the amount of transparency. Photoshop has a palette for alpha called Channels. Create a new channel there, then put your grayscale transparency painting in it. Save it using a file format that stores alpha (32bit TGA is one).

Depending on your 3D software, there is usually a way to set it to use the alpha for the hair transparency.


#176

do you think when you paint hair all the time for a low poly or any 3d model you have to use the alpha channel stuff,
or do you think people maybe just paint normal hair on there models like here are few examples,
http://www.realtimecg.com/template.php?id=Munch.php&n=10
http://img90.imageshack.us/img90/5028/tidus003vl.jpg
all 8 of these pics are related from the same model to show you the hair style im looking for right now,
http://img90.imageshack.us/img90/8804/3d010zz.jpg
http://img226.imageshack.us/img226/2368/3d027na.jpg
http://img226.imageshack.us/img226/8909/3d035ei.jpg
http://img226.imageshack.us/img226/9871/3d041tv.jpg
http://img226.imageshack.us/img226/5719/3d050yi.jpg
http://img226.imageshack.us/img226/9733/3d073wj.jpg
http://img90.imageshack.us/img90/1013/3d082ba.jpg
here is my updated pic of my model im working i have made the hair like i want pretty much,i still need to finish the back of the head is all on hair,
http://img153.imageshack.us/img153/7969/chrislowpolymodel036rp.jpg
http://img153.imageshack.us/img153/7325/chrislowpolymodel049nx.jpg
also should i meshsmooth the hair or leave it as be after i get the textures on it,
ok a few more exapmples here hair sticks out on the side,
i notice the painted texture fits on there so nice,did they use alpha to get this or what,
http://img226.imageshack.us/img226/5790/gallery7vl.jpg
http://img226.imageshack.us/img226/8615/gallery19gx.jpg


#177

Never use MeshSmooth if you’re aiming to use this as an in-game model. Turn it off before you show it off. Employers will want to see how well you can model within actual game limits.

All those examples use alpha hair, as far as I can tell.

You can use this tool to examine the hair in FFX, which everyone agrees is done very well.
http://boards.polycount.net/showflat.php?Cat=0&Number=77520&page=&fpart=1&vc=1


#178

EricChadwick thanks for all the help,i went and looked the final fantasy x and x2 models,
here are some screen shots of yuna from ffx2,and yes this is the real game model,
they just use basic planes for the hair lol,yes i think they are using alpha because when they paint the hair you can only see what is there and nothing more,Thanks,Chris^_^
http://img155.imageshack.us/img155/6341/yuna017cr.jpg
http://img90.imageshack.us/img90/7637/yuna029pz.jpg
http://img90.imageshack.us/img90/4374/yuna033qb.jpg
http://img90.imageshack.us/img90/1744/yuna048rp.jpg


#179

now i understand this alot more i think,here is 4 examples of rikku out of ffx2,
so when you paint on the alpha channel,what you dont paint is transparent,see thru,
to any kind of back ground,like with her hair right here,
would this be right,Thanks,Chris^_^
http://img458.imageshack.us/img458/2176/rikku016qy.jpg
http://img385.imageshack.us/img385/4705/rikku024xv.jpg
http://img385.imageshack.us/img385/6268/rikku035nc.jpg
http://img385.imageshack.us/img385/9062/rikku044fa.jpg


#180

Yes, see this post…
http://forums.cgsociety.org/showpost.php?p=3377477&postcount=175