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how do I draw decent texture?
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cxtian39
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Joined: 11 Feb 2016

PostPosted: Tue Jul 11, 2017 5:15 am    Post subject:  how do I draw decent texture? Reply with quote  Mark this post and the followings unread

Now I have no idea how to texture my grey mesh.
I tried to c&p pics of metals/marble but it doesn't turn out to be good.
Are there some tutorials I can look at?



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B.A.Znd
Rocket Cyborg


Joined: 14 Jun 2013
Location: Crazier's house

PostPosted: Tue Jul 11, 2017 8:22 am    Post subject: Reply with quote  Mark this post and the followings unread

U need PhotoShop.

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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Tue Jul 11, 2017 2:00 pm    Post subject: Reply with quote  Mark this post and the followings unread


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malius123
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Joined: 14 Aug 2010

PostPosted: Thu Jul 13, 2017 7:02 am    Post subject: Reply with quote  Mark this post and the followings unread

for voxels thats tutorial is actually really good.

if you apply blender procedural materials and then bake it with full render, it pretty much makes your textures for you., with baked materials you can easily export as 3ds then use 3ds2vxl for conversion.

the trick to making great textures is by taking the baked materials texture and adding a specular diffuse and noise texture,

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Lin Kuei Ominae
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Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jul 13, 2017 7:49 am    Post subject: Reply with quote  Mark this post and the followings unread

long ago i used images as texture.
Then i learned to appreciate the procedural textures of 3ds max and never used any image textures again.
A simple noise texture works excellent for any concrete or metal. Just needs the right settings for size and color of the noise and the right lighting settings on the material to make it matte (concrete) or shiny reflective (metal).

Combining then different procedural maps is the next step to get for example dirt on the ground which fades into the main metal texture. This is basically done with a Gradient Ramp texture which has a dirt Noise for one end and the metal/concrete Noise texture for the other end.


The nice about them is, they are super easy to adjust afterwards without any hassle with additional image editing programs followed by annoying UVW-wrapping steps to adjust the new texture to the model.
And the tiny ingame render size forgives any smaller mistakes on the procedural textures.

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4StarGeneral
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Joined: 14 Sep 2006
Location: Limbo

PostPosted: Thu Jul 13, 2017 5:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Another thing you can do (and I'm going by 3DS Max knowledge here, still practicing with Blender at the moment) is just build what you want the texture to look like in 3D, color it with the basic textures and colors inherent to whatever program you're using, render it parallel to the front, create a diffuse, normal, and displacement map from it, and use those onto a plain face of the object (where that garage door is for example); With this method you may even not need to unwrap the UVW to begin with.

Sure maybe this procedure is long, but you'll forever have a nice lighting-friendly texture to use again and again. Though obviously this isn't for where objects would need to cast a shadow onto the plane, but even then you can just hand-draw said shadow (it's one color, cmon).

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Madin
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Joined: 05 Apr 2009

PostPosted: Tue Jul 18, 2017 6:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Try this, if it does not help now, save it for when you get better at understanding your graphic program.



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4StarGeneral
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Joined: 14 Sep 2006
Location: Limbo

PostPosted: Tue Jul 18, 2017 6:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's a pretty good PDF, though I wouldn't recommend generating a normal map strictly using XNormal as it doesn't always give the correct normals in my experience, same goes for Nvidia's Photoshop Plugin (even worse the whole 10 items I tried it on IMO).

EDIT: http://imgur.com/lpC4V6B Here's a better understanding why, but that PDF covers everything else pretty well, Thanks Madin.

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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Wed Jul 19, 2017 7:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

@4StarGeneral: That's pretty good tutorial, thanks Smile

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Mechacaseal
AA Infantry


Joined: 29 Aug 2015

PostPosted: Sun Jul 23, 2017 7:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
long ago i used images as texture.
Then i learned to appreciate the procedural textures of 3ds max and never used any image textures again.
A simple noise texture works excellent for any concrete or metal. Just needs the right settings for size and color of the noise and the right lighting settings on the material to make it matte (concrete) or shiny reflective (metal).

Combining then different procedural maps is the next step to get for example dirt on the ground which fades into the main metal texture. This is basically done with a Gradient Ramp texture which has a dirt Noise for one end and the metal/concrete Noise texture for the other end.


The nice about them is, they are super easy to adjust afterwards without any hassle with additional image editing programs followed by annoying UVW-wrapping steps to adjust the new texture to the model.
And the tiny ingame render size forgives any smaller mistakes on the procedural textures.


so thats why your giant kodiak looked like shit. on a serious note. ive never been too happy with most of the texturing work ive done. however i do agree with this post that if you can add some reflection maps/bump maps/etc and not JUST a texture map you can start to make things look a lot better. so not only do you need a good texture map you need a good material to go with it in your 3d software.

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