Hey so I've created quite a few models with Wings 3D now and I can UV map them and texture them etc, but my texturing always looks a bit.. rubbish.
I use seamless textures and photoshop to texture it but it just doesn't come out good.
Any advice?
What's a good way to texture UV mapping?
I'm a bit confused as to what you are asking.
Could you post some examples of the problems you are having? Pic's would be great.
Could you post some examples of the problems you are having? Pic's would be great.
Well the texturing on my models doesn't look very professional and I just wanted maybe some methods of making it look better.
I don't really know how to insert pictures so err yeah.
But if it helps I usually select all the faces on a side of my model UV map that I want to texture and expand the selection by 1 pixel and then fill it in with a seamless texture.
I don't really know how to insert pictures so err yeah.
But if it helps I usually select all the faces on a side of my model UV map that I want to texture and expand the selection by 1 pixel and then fill it in with a seamless texture.
Well the texturing on my models doesn't look very professional and I just wanted maybe some methods of making it look better.
I don't really know how to insert pictures so err yeah.
But if it helps I usually select all the faces on a side of my model UV map that I want to texture and expand the selection by 1 pixel and then fill it in with a seamless texture.
1) Unwrap your models properly. This will change depending on what type of object you are texturing.
2) DRAW on the texture using the UV lines as a guide.
You can't just grab a random image from the internet and assign it to your object and expect it to look good.
Example: http://lowpolyproject.blogspot.com/2011/03/tutorialreference-texturing-casey-jones.html
Hand-drawing textures can be difficult. Some available software will allow you to load the model, set up a texture layer for it, and paint directly on the model itself using various brushes and a palette of colors. Blender allows this using the texture paint mode.
A procedure that many people use is to model the thing initially in very high resolution, adding lots of details to the geometry itself. Software to do this includes ZBrush, Mudbox or Sculptris (Google for Sculptris and you can find a free download available at the ZBrush forums). These types of software give you a set of sculpting tools so that you may model intuitively by forming shapes, rather than by pushing polygons and vertices around directly. Once the high-resolution model is created, you can then paint directly on it, usually without leaving the sculpting software, to create a colormap. Then, a low-poly version of the model is created using any of various techniques in a process called retopo. Once a model is retopo'd, then a new series of texture maps (color, shading, ambient occlusion shading, etc...) that wraps the low-poly model can be "baked" from the high-poly version, so that all of the shading and color are transfered over. If you are building a high definition pipeline, then you can bake AO, diffuse, shading, normals, displacement, etc...
Since you indicate you have many models already done, perhaps you could import them and sculpt details onto the models directly, then use the new sculpted versions as your high-poly detail mesh.
Personally, for my own process (I'm still not very good, but getting better) I use Sculptris and Blender, with any touch up being done with Gimp.
A procedure that many people use is to model the thing initially in very high resolution, adding lots of details to the geometry itself. Software to do this includes ZBrush, Mudbox or Sculptris (Google for Sculptris and you can find a free download available at the ZBrush forums). These types of software give you a set of sculpting tools so that you may model intuitively by forming shapes, rather than by pushing polygons and vertices around directly. Once the high-resolution model is created, you can then paint directly on it, usually without leaving the sculpting software, to create a colormap. Then, a low-poly version of the model is created using any of various techniques in a process called retopo. Once a model is retopo'd, then a new series of texture maps (color, shading, ambient occlusion shading, etc...) that wraps the low-poly model can be "baked" from the high-poly version, so that all of the shading and color are transfered over. If you are building a high definition pipeline, then you can bake AO, diffuse, shading, normals, displacement, etc...
Since you indicate you have many models already done, perhaps you could import them and sculpt details onto the models directly, then use the new sculpted versions as your high-poly detail mesh.
Personally, for my own process (I'm still not very good, but getting better) I use Sculptris and Blender, with any touch up being done with Gimp.
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement