Hi there !! As you may already notice I've just started modeling, and this is one of my first attemps at a full model, I've based from a model that I saw at artstation.com and changed a few things...
So I've model it, sculpted some parts to add small details all in c4d... but now.. I'm confused what I'm supossed to be doing?
I could really use some help, I want to finish this with textures etc but don't know the next steps... i've heard baking, uv unwrap etc but how? where? ggrr hellppp
Replies
Go for UV unwrap > material/texture > add some light and render.
More questions I'm trying to unwrap this, so first stop.... should I connect everything and unwrap or should I unwrap everything piece by piece.. since they are separated? what's the process here?
As I understand you are saying make a map for that little bolt.. and a map for that tube and a map for... etc etc right?
That is, unless you're using procedural tiling textures. If that's the case, then UV's can overlap as much as you want and you need to just import your models into your rendering package/engine of choice, apply your materials, then adjust UV's from there until it looks correct.. If a specific model piece has more than one material, then you need to make use of material ID's inside your 3D program.
As to your question of what program to texture with: In the end, it doesn't really matter as long as it looks good. Do some research, pick a program you feel comfortable with, and go for it.
Edit: I figure it may be easier to show you what I'm talking about with the one UV map. Here's the UV map for a character I did a while ago:
Now, most of these pieces on the UV map are separate models completely. The armor is separate from the skin, etc etc. But their UV's are all laid out as if they're on the same UV map (but they're really not) so they can pull from the same texture. I baked out each diffuse/norm/spec, etc and then stitched them together inside photoshop. For instance, I baked out the maps for the armor, then I cut them out of their bake and pasted them inside the main texture file (using the Paste in Place function in photoshop to keep them in the right spot). Now, when I take this into Marmoset or UE4, I can apply this texture to each separate piece of my model and it will pull from it's respective UV space on the texture map.
i have a question about this, are material IDs enough, or does one need a color map?
I'm not exactly sure what you mean by a color map.
i dont know if unreal makes use of them.