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#1 (permalink) |
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Industry Artist
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Tutorial: The Ten Top Tips of Texturing...
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| The Following 33 Users Say Thank You to doylle For This Useful Post: |
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#3 (permalink) |
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Industry Artist
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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. |
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| The Following User Says Thank You to Talon For This Useful Post: |
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#10 (permalink) |
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Game Art Student
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Good work on the article doylle! look foward to seeing more articles by you!
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Tutorial - Ambient Occlusion in MAX My Sketchbook Thread Portfolio AVAILABLE FOR FREELANCE |
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