Specific and general detailing with C4D textures..


#1

Hey there,

I’m curious, in a situation like the metal table of the first linked image, what would be considered the most efficient way to proceed? Would I want to find an approximate image to modify for tiling, or is this something more easily handled by procedural methods? What if I wanted to use a combination of a repeating texture to cover a wide area and a UV map to place specific details? For example, in the second image “cylinder.jpg”, there’s a general texture covering the entire object and specific details, like the worn edges of the flutes. I know this can be accomplished pretty easily by UV unwrapping the model (which might be a good choice for an object this small), but what about something huge and complicated where unwrapping every little detail would be a complicated pain?

http://imageshack.us/photo/my-images/96/metaltable.jpg/
http://imageshack.us/photo/my-images/84/cylinder.jpg/

Thank you,
ProfessorHaddock


#2

If there’s a way I can clarify these questions I hope someone will let me know.


#3

UV unwrapping is an unavoidable pain in the ass. If you want to create specific, idiosyncratic details in your textures, UV mapping is the only way to go, regardless of how large or complex your model is.

Your only other option is PTex.


#4

That’s kind of the conclusion I’ve been coming to, but I wonder if there’s a way to combine tileable patterns and hand-painted specific details so every single piece of the UV sheet doesn’t need to be touched. On a gun, for example: couldn’t the majority of the gun’s frame, say, be covered by a tiled metallic texture (using UV coordinates), and then the exported UV layout (as in, the one opened in Photoshop) used to apply more specific details?

It’s not so much the unwrapping of UVs I have a problem with, it’s the file management and knowing when to use multiple UV grids.


#5

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