Planetside Software Forums

General => Open Discussion => Topic started by: archonforest on October 01, 2015, 01:11:43 PM

Title: textures
Post by: archonforest on October 01, 2015, 01:11:43 PM
I got a bunch of objects without textures. Guess if I want to use any of them in TG I will have to create some textures. How u guys doing this? Is there a specific software to use or something?
Title: Re: textures
Post by: TheBadger on October 01, 2015, 03:36:57 PM
I have learned to like painting them in mud box. Mari would be a great alternative.
The most usual way for me is to just make tillable textures in PS, and then paint there though. I personally think it is easier to paint them by hand in Mudbox.

In this way you are not detailing a 3D object in 2D, but painting onto an object as it is, even as if you were holding the model in your hand and painting that way, but better.

This can become a kinda art in and of its self though, and end up taking a long time depending on how obsessive you let your self get. In that respect, I feel more like PS/assembly line work is often more time efficient.

Filter forge, crazybump, are a few stand alone people use a lot. I have crazy bump, but I use that only after I have made a tillable texture in PS, to create displacement maps from.

Really though it depends on the model and what I am going to do with it. The easiest thing I do is just fill the UV space with a single image (edited or not) regardless of how the UVs are played out. and then make a BW of the texture for bump or displacement. This works perfectly fine for 90% of the models if they are background objects.

For a hero object that I care about and want every nook and cranny perfect. Then I paint it in mud. Int his case it is also good because Mud paints over seams. So UVs can be just terrible in the classic sense (seams where ever the hell you want) But it will paint as though there are no seams at all.

MAri is supposed to be the best 3D painter. I don't know if Zbrush is good or not. I hear a lot that Z users sculpt in Z but paint in Mud. Mud is really good though for painting.
Title: Re: textures
Post by: archonforest on October 02, 2015, 04:09:42 AM
Thx for the useful data ;)
Title: Re: textures
Post by: j meyer on October 02, 2015, 11:58:02 AM
Are these objects UV mapped already?
Do you need a UV map?
That's what you should clarify first methinks.

If you don't have to do things like that regularly it's pretty pointless
to consider apps like Mari or Mudbox etc.
Unless you have too much money. ;)
Title: Re: textures
Post by: Dune on October 02, 2015, 12:07:32 PM
If in the distance, just throw some procedural textures over it.
Title: Re: textures
Post by: archonforest on October 02, 2015, 12:53:07 PM
Quote from: j meyer on October 02, 2015, 11:58:02 AM
Are these objects UV mapped already?
Do you need a UV map?
That's what you should clarify first methinks.

If you don't have to do things like that regularly it's pretty pointless
to consider apps like Mari or Mudbox etc.
Unless you have too much money. ;)
Well they are mixed. Some got couple of textures but not all  >:( Like half of the textures are missing...etc
But many of them got nothing. Just the object itself.
Seems to me texturing is a full time job. Like watched some vids how the Hollywood guys doing it and over there they have a specialist for modelling, rigging, texturing, animating...etc.
Btw what is a UV map on a model? I am doing desktop publishing and I have to create many UV files for cover of books so this is the only definition I can think of.



Title: Re: textures
Post by: archonforest on October 02, 2015, 12:54:46 PM
Quote from: Dune on October 02, 2015, 12:07:32 PM
If in the distance, just throw some procedural textures over it.
If possible can you tell me more about this tech Dune?
Title: Re: textures
Post by: j meyer on October 02, 2015, 02:10:54 PM
Generally and for procedural texturing especially look at this thread
http://www.planetside.co.uk/forums/index.php/topic,20209.0.html

As for UV maps: imagine you would skin your model and then unwrap and
flatten it.That's what a UV map is essentially.
For more,please google UV map and you'll find more than enough on that topic.


Title: Re: textures
Post by: archonforest on October 02, 2015, 02:17:30 PM
Quote from: j meyer on October 02, 2015, 02:10:54 PM
Generally and for procedural texturing especially look at this thread
http://www.planetside.co.uk/forums/index.php/topic,20209.0.html

As for UV maps: imagine you would skin your model and then unwrap and
flatten it.That's what a UV map is essentially.
For more,please google UV map and you'll find more than enough on that topic.
Thx for the link :)
Title: Re: textures
Post by: Dune on October 03, 2015, 02:52:08 AM
That's a good link. You can texture any surface (per part of the object) on a world scale by using PF's taken through a transform shader set at final/world. You can't animate those objects though, or the textures will stay behind  :P
Title: Re: textures
Post by: El Kabong on October 15, 2015, 10:20:30 PM
ACK!   Filter Forge.   
Dang.  That's about as close to an old Amiga app called Forge Essence (or somethin' like that). Spent hours twiddling with that program.  Made some really cool textures. Blood Cell   heh   I'm sure boobysthar knows what I talkin' 'bout...

Later Ron