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decs
Industry Artist
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Thanks for a fantastic article. This helps me out a lot with my texturing workflow. :)
Posted on 24-07-2008 by AlexanderSmith

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   Texturing Workflow Tutorial
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Hey!
I've had quite a few questions about my workflow after i posted a texture set here a while back, I've promised a few people to do a short workflow tutorial about it and here it is.
This is quite a brief tutorial and doesnt go really indepth into the texturing and modeling techniques used but was created to show how i go about making a normal mapped texture similar to the things in my texture pack. The modeling took around 30-40 minutes with the texture baking and the texturing itself took exactly 40 minutes so there are a few flaws here and there in both the texturing and the modeling.

I hope you like it, and if you have any questions feel free to ask.
(Click thumbs for fullsize)
Modeling - Step 1 to 4
I start out with a plane matching the dimensions of the texture i wanted to make, in this case 512x512.
Then i split this plane into the parts i want to have on my texture and detach it to make it easier to work with. This way you dont have to worry as much about edge flow.
Then i block out the shapes, adding edges and detail where needed.
Lastly i add a mesh smooth modifier on it.


Modeling - Step 1 to 8
Then i set up my projection, this is quite simple for this, just create a plane and place the high poly over it.
There are a few smoothing problems in the highpoly but instead of tweaking them to death in max i just do a quick paintover fix in photoshop, as shown in image two.
Picture three shows the normal on a flat plane. Then render out an ambient occlusion map. I used quite low settings in this case to save time, 64 samples with a spread of 1,2.



The resulting normal with a three point light set up, few problems here and there but for time reasons this will have to do

Texturing

Now the fun starts.

Texturing - Step 1 to 4
First step: I begin with adding the ambient occlusion on top of my premade metalish texture and splitting the shapes into different layers and adding color on that.
Second step: With a scattered brush i add a mask to the color layers and remove paint on the edges where i find it suited. I also tweak the colours in certain areas
Third step: I add a slight bit of highlight to certain edges to make it look a bit more interesting in areas where the light doesnt do the normal and specularity of the texture so that it looks good.
Fourth step: I add a bit of colour here and there to make it a bit more interesting.


Texturing - Step 5 to 6
Now i just tweak the texture to make it look a bit better by adjusting contrast, color and saturation aswell as sharpening it a bit.
Last step is making the specularity, i could have spent a bit more time on this but what i did is basicly to grayscale it, remove the ao and trim colors and using the masks to up the contrast in areas where the paint is missing/scratched away.



And our finished texture rendered in max on a flat plane. Far from perfect but hopefully this answers some questions. Wish i had more time to go a bit more in depth though, but thats for another time .


- Sindre

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