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Old 08-03-2008, 12:41 PM   1 links from elsewhere to this Post. Click to view. #1 (permalink)
Frequenter
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Need advice in photoshop (paint on texture)

Hello im trying to make a sidewalk.I dont want to bevel and extrude each stone on the outside of the sidewalk.Hope i can explain this so its understandeble.

Ill take it from the beginning.I have model a simple turn of a sidewalk,I unwrapped it and render a uv template.I also render a Ambient occlusion map.i started a new image in photoshop 512*512 pixels.I then moved the AO map over and set it to Multiply,i moved the uvtemplate over the AO map and sat that blendmode to screen

under them i have 2 textures,One for the outside stones and one as the walkway


i want it look like there is stones and not concrete if u know what i mean,Im not even sure what i have the AO map for?Isnt that suppose to darken the edges?

here is another screen from Max


How do i create this kind of stuff in photoshop in a easy way??Dont want to just paint between the stones with a 6 pixel black pencil,doesnt loook very realistic :/

please!

Last edited by Thewiruz; 08-03-2008 at 12:44 PM.
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Old 08-03-2008, 02:04 PM   #2 (permalink)
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Hey man, if I were you I would find or go get my own texture of cracks. If you are going for a photo realistic image like the texture you have for the asphalt, then I would go get some real cracks. You can then clone certain parts and paint in other areas. If you tried painting directly on top of the texture you have you would get a contrasting look and it wouldn't mesh very well unless you did a fantastic painting job.
So go outside and take pictures of the cracks in your street or sidewalk, overlay or multiply those and adjust and paint accordingly.

I hope this helps you..
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Old 09-03-2008, 04:23 PM   #3 (permalink)
Frequenter
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thanks man! Will try!!
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Old 10-03-2008, 02:37 PM   #4 (permalink)
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It's not really hard to do and I'll describe the system I like the best here. It's all in the way you unwrap, you simply uvmap the polys that form a plane where the asphalt is first, then uvmap all the polys that make up one section of the curbing out of the five in total.

Once uvmapped, flatten all parts and weave all the parts or mapped polys together for the curb keeping in mind it's original shape. This is for later when painting the texture you don't get confused on where the border should be. Render to texture the arranged polys and paint you texure. Last, In order to have those borders on each block, you'll need to map each remaining curbing or section that make up that border individually to the texture you just painted. Once you've done this you may have to go back into max with the model, unwrap and adust a few vertices here and there for the mapping to really fine tune your work for the borders to really connect well to one another. I personally prefer this method over unwrapping all five of the pieces of curbing immediately as part of a single uvmapping. True, mapping them all in one shot will be more time efficient but the doesn't give you a good oppportunity to fine tune easily. Mind you it can be done, but it takes a little more time. Just remember the texture you paint will need to actually have that colored or darkened border running along the outer border of the curb as you want it.

I've used this system and it works for me.

Good luck to you.
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