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Old 12-03-2008, 06:18 PM   #1 (permalink)
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Texturing the texture sheet

I have been getting a bit better at modeling and learning to texture, but I'm confused with one aspect of texturing. So I have the texture sheet and I want to texture each plane on it. I'm confused to how you would go by it. How do you texture the little planes on the texture sheet? Wouldn't it be hard to do that since you can't select each plane on the texture sheet and paint each one, one by one. Instead all the planes are on one layer and it would be really hard to do. Do any of you have a solution to this? Thanks.
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Old 12-03-2008, 06:38 PM   #2 (permalink)
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I'm not 100% certain what you're asking.

Usually you unwrap the model, then you export the UVs to an image like you've got there, load that up into Photoshop and paint ontop of it.

Then you can bring that image back into photoshop and apply it as a texture to your model.
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Old 12-03-2008, 06:49 PM   #3 (permalink)
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Ok I know how to do all that, but I'm confused as how you paint on the sheet. You see the squares on the example I provided? How are you supposed to texture those if you can select each square individually and paint them.
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Old 12-03-2008, 07:23 PM   #4 (permalink)
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Use those, select whatever you want to texture, and then get to business
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Old 12-04-2008, 12:12 AM   #5 (permalink)
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... So that is how you do it?

Also just wondering, when the uv is in photoshop are you supposed to fill the background with black?

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Old 12-04-2008, 09:46 AM   #6 (permalink)
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When exporting the UV there are some settings you can choose. Remove "polygon fill" and set the line color to "constant" and pick white. You don't need to fill the background with black if you do that.
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Old 12-04-2008, 11:32 AM   #7 (permalink)
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Maybe this topic is what i needed.

I tried to model simple things with various succes the last two months.
I know how to texture some things by now and tried various ways to
made it look better.

I'm confused with one aspect of texturing. I unwrap my model, then export the UVs to an image then load that up into Photoshop and paint ontop of it.

Now this works nice but how on earth do you people manage to make it seamless.
No matter when I use a seamless barrel or wall texture. What trick do i need to
paint it on the right spot in the UV image. I keep on getting a seam.
I used the rulers in photoshop but no result

Is there a secret trick ? Is my workflow wrong ?

Excuse me if i hijack the topic but maybe this will help the Tesher07 to.
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Old 12-04-2008, 12:28 PM   #8 (permalink)
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Getting things seamless can be a pain, but there's a few ways around it, depending on what you're doing.

The most obvious of which is to unwrap your models with as few seams as possible. Less UV seams means less seams to have to match up.

Secondly, try and make sure that seam's UV edges are of equal length and they start and end at the same alignment. That way if you need a straight line that runs across a seam, you know that it should be exactly right if you just run it clean across the UV island. This also helps with matching up details by eye because they'll be in identical alignment on both sides of the seam.

If you're trying to have a pattern or photo go seamlessly across the UV seam, then you can lay it down and crop it to fit your UV island, then cut and paste one half over to the far side and shift the entire thing over until it's back where it should be. Now your texture seam is in the centre of your UV island with the UV seams tiling perfectly and you can do a bit of clone brushing or whatever to safely hide it.

For tiling textures that are for things like walls or floors, the filter > other > offset is useful because you can tell it to wrap around the image, putting the texture seams in the centre of the texture meaning you can hide them safely without worrying about the edges of the texture being aligned.

Other stuff is mostly just a case of trial and error and judging by eye, but following the first two tips makes this a lot easier.
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Old 12-04-2008, 01:24 PM   #9 (permalink)
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In addition to carefully laying out the UVs, you can also create alternate UV sets that lay out the seams differently, bake the texture to the new UV set, paint your fixes over the seams, and then render them back to the original UV set. The steps to do this would depend on which program you are using. I'm not sure if it would be wise to do this too often, and it would probably be best to do this towards the end of the texturing stage .
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Old 12-04-2008, 06:33 PM   #10 (permalink)
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What do you mean by seams?
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