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#1 (permalink) |
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Senior Artist
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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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#2 (permalink) |
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Game-Artist.net Staff
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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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#4 (permalink) |
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Senior Artist
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![]() Use those, select whatever you want to texture, and then get to business
__________________
www.benbolton.com |
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#7 (permalink) |
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New Artist
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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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#8 (permalink) |
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Game-Artist.net Staff
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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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#9 (permalink) |
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Senior Artist
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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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