Hello,
I'm new to polycount and to 3ds max at that only basic knowledge maybe not even that. I hope someone could help me with the problem I'm stuck with but I've modelled a shield and UV mapped it but texturing it is quite difficult and I don't think I've mapped it out well at all. could anyone tell what I did wrong and help me through it ?
Thanks a lot, will post pictures of UV's and shield below
3D Model:
http://p3d.in/pLg8QUV'SConcept
Replies
I've changed the UV's a bit and started on the actual texturing but something seems off. Does the wood texture look alright or even like wood ? any help would be appreciated.
Note: I want to say I'm not demanding for help or anything this is a project I'm doing not just asking for help like form a blank page. I hope I don't offend anyone.
Texture:
Render:
I also gave some advice on basic UV stuff in this thread that you may find helpful.
What are you using to render this shield?
and btw the texture looks really flat try painting some soft shadows over the edges of the wood.
The texture isn't finished I was blocking it out to see how it would look on the model but thanks for the advice it does look better with a soft shadow.
UV's
Checker test
Is the UV better ? I find it a lot better to work with.
In this case, I'd take the back shield shape, invert it and put it in the lower right corner. This'll give you the most space possible to scale things up.
Don't be afraid to split your side islands up a bit more if it'll get you some more space. Doing the splits on the sharp corners is going to be your best option there.
EDIT:
Here, this is how I'd probably go about it. You could probably save yourself a little more space by shuffling the edge pieces around or splitting them up some more, but it's likely to make your texturing process a little more cumbersome. In retrospect, I'd probably rotate 180 degrees so that your front plate that you're probably going to want to put the most work into is up the right way as you texture.
Thanks a lot I will try that now, my shield is modelled a little different than yours but I get the concept. may I ask what's wrong with lots of space left ?
What do you guys think ?
UV's
[ame="http://www.youtube.com/watch?v=g_L7vO8hGYo"]Hand Painted Weapon: Texturing in Photoshop - YouTube[/ame]
If you planning to go this route, I highly suggest to spent the few bucks on it, it helps me a lot.
Thanks again i know about the hand painted tutorials but i'm without my wacom at the moment so i have to do it by mouse that's why its so clean plus i think it looks alright since its in my style.
Thanks for the suggestion, i've already watched them and learned quite a bit but the textures i was showing didn't have shadows or highlighting because i was stuck on the UV's
http://www.digitaltutors.com/tutorial/635-UV-Mapping-Workflows-in-3ds-Max
Its good to see with your texture your including highlights and such, however you need to think about lighting direction.
The thing that I've learned is that lighting detail is essential to hand painted textures, you must always have a source of light in your scene, which will effect where your highlights and shadows will be.
Also when you get your tablet back, make the detail a little less straight/sharp and it looks quite flat due to the highlight/seam in the planks being one solid colour throughout, so its best to try and use your tablet to add some variation. What I do like is that behind the plank seams, you added subtle variation to the colour of the wood.
I'm still very much doing the basics of hand painted textures, but in my thread you can see how I progress and I get some great feedback from other people which you could probably transfer to your own work: http://www.polycount.com/forum/showthread.php?t=127861
Personally for UV space, I would overlap the UVs for the back of the shield, on top of the UVs for the front of the shield (if you plan for the back of the shield to be wooden too) The reason for this is because you'll save a lot of UV space, giving yourself more resolution for the texture (at the expense of duplicate appearance of the wood on the front/back of the shield).
Hope this helps
This is great thanks,I've just made progress and my wacom has started to work again so the outer metal looks more textured. The wood is the same but i'm going to do two variations one cartoon style like windwaker where it is clean and straight. then a more in depth detailed one when I'm able to do it.
Can i ask what was good and bad on the picture, since you put the bad bit but its on the same side.
Just a note this is in my own style its not to meant to look exactly like a hand painted texture i thought i'd give my little flare to it and i think its quite nice. sorry if this sounded rude
Here's a update for the cartoon one
Preview:
UV's
Take my wood texture for example:
You have to think what your imaginary light source is going to highlight and whats its going to darken. I just took a couple of minutes quickly showing an example of the part I highlighted earlier. Compare the highlights to the other side, and notice how I added a small shadow on the opposite side. I did the highlights using a Screen layer, and the shadows with a multiply layer which I then tweaked the opacity so I could get the right intensity.
This is a really rough example but I hope you understand what I mean. Always think about lighting
Always think about the lighting, got it! thanks. can i ask what settings are you using for your brush ? just shape dynamics and transparency ?
is this more on the lines on what you mean ?
They all should be either left or right, don't do both.
And also if the light is coming from right side then the area of the metal in the left should be a little brighter than the other, because light is hitting it but not the other side.
On my brush all I have is transfer turned to pen pressure. I just then change brush opacity and layer opacity/fill when needed. I basically always stick to the default round, and also change the brush hardness depending on what I'm doing, but its good to experiment with your brush settings.