Texturing Dilemma pros and cons

Started by TheBadger, May 17, 2014, 11:31:19 PM

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TheBadger

Hi

I am not sure how to finish for rendering in TG3.

I have models I made. They are not fully detailed yet. But my options seem to be 1) UV map and apply texture maps. 2) UV map and sculpt detail, then paint. 3) UV map (to some extent) then texture in TG with shaders.

1) Option one would be the most simple workflow I think. But I have to use bump or displacement, and that will lead to RTO on/off issues in TG. This is workable. But means ultimately that I may have to render each shot twice (on/off). It also allows me to use the lowest number of polygons.

2) Option 2 means I will get mad levels of details, Ill get total control over detail quickly and easily. But I will either have to use maps from my sculpt and have the same trouble as in option 1 (RTO on/off) OR, I can use the sculpt and color maps directly in TG. But this will mean huge files and a very slowed down working environment, especially when all models are in scene.

3) Option 3 is pretty user friendly I think. But I will get more randomness than I may want. And I will have to bring all parts of the Object rather than just one or to "combined" parts, in order to make sure that the shaders don't look the same on all parts of the model. This is OK, but If I have lots of models with lots of parts (and I do) then this will become a problem too. Also, if I want to use the models in other packages, then I have to color and detail them over again.

Yes here is yet one more repeated call for displacement with RTO on. But while we are waiting for that, what to do? I just can'y seem to make up my mind.


Here is a little more info.

I have one model of each model. I mean they are all high polly (relatively) for both close up and far shots. So no second version that is low detail for far shots.

*I think* that the best results in TG on models comes from doing a high polly model and then applying displacement fot even greater detail. So the maps from a sculpt over a already high polly base model. But I would like your thoughts on all this.

Someone just tell me what to do! I need a manager or somthing :o Im doing all aspects of an entire pipeline and Im getting a more than a little distracted by all the details in workflow.

Thanks.  ;D
It has been eaten.

TheBadger

PS

Is it posible to have a mapped model with image maps, and then to use shaders over the top of that? I think that I remember that it is. But I want to make sure.
It has been eaten.

Dune

Very short answer; yes.

More elaborate answer; If you add a world scale fractal in to the color input you get variation in the image map, but if you merge it with more elaborate shaders, that would work as well, or add a surface layer with a set of shaders and maybe masked, set to half coverage that would add some variation over the image map.

If you have many single copies of one object (not a pop), you could (to reduce memory use) make a separate single set of shaders, and call this from each object. You can change the appearance of shaders by using masks (world scale), so they look different where you want. Especially if many objects are rough stone (not nicely tiled, or distant), I'd go for procedural shading.

TheBadger

#3
Yes, I think you are right.
That is where my guess was leading me. But there are some issues. Have to get it working good and then judge it. Also, Im glad to be reminded that I can use procedural textures over the top of image maps. Just doing UVs and texture maps is the method I understand best, though time consuming it is the most simple to undersand method. But the two combined may be very powerful. But again getting it right is a learning process. And as Kadri told me, I bite of too much at one time ;D Well you were right Kadri. This is why it takes me too long to do anything. Its like trying to consume a book by hitting my self self in the head with the book!
It has been eaten.

Kadri


But you like working in that way. Thus it should hurt half so much  :D

j meyer

As for your 3 options: from my point of view you should choose the one
you like best (provided that you work for yourself and do not aim for a
job in the industry as your main goal) and then go on with your animation.
You will encounter things you haven't thought of and will learn a good deal
more about what to do better or different the next time and thus get answers
to your questions.And of course new questions will arise.
Just do it.