|
||||||||||||
|
|
|||||||
| Register | FAQ | Forum Rules | Members List | Calendar | Mark Forums Read |
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#1 (permalink) |
|
Game-Artist.net Admin
|
Tutorial: The Ten Top Tips of Texturing...
__________________
![]() Jeroenmaton.net - Scetchbook Thread - 3dsMax Viewport Shader - Ten Texturing Tips - Supports good crits - |
|
|
|
| The Following 25 Users Say Thank You to doylle For This Useful Post: |
|
|
#3 (permalink) |
|
Game-Artist.net Staff
|
Good stuff, dude.
One other one point I'd add is scale. Not just texel density, but the size of details on a texture relative to the mesh. I see a lot of people doing photosourced texturing where the thought process must go something like "I need a rust texture. CGTextures > Rust. Here's the rustiest metal I can find. Copy/paste. Done." And you end up with an entire burnt out car wreck textured with about 1 square foot of rust because they've copy and pasted a close-up rust pic straight onto the full unwrap of a car. So, keep in mind that the amount of surface area covered by the photograph should be the same amount of surface area that the entire photograph covers on your mesh. |
|
|
|
| The Following User Says Thank You to Talon For This Useful Post: |
|
|
#10 (permalink) |
|
Game Art Student
|
Good work on the article doylle! look foward to seeing more articles by you!
__________________
> To steal ideas from one person is plagiarism, to steal ideas from many is research. Tutorial - Ambient Occlusion in MAX My Sketchbook Thread Portfolio |
|
|
|
![]() |
| Bookmarks | |||
Digg
|
del.icio.us
|
StumbleUpon
|
Google
|
| Thread Tools | |
| Display Modes | |