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Realistic mapping/texturing for game engine.

polycounter lvl 6
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error404 polycounter lvl 6
Hello everyone, :)
I've been trying to create a more realistic texture for the image below, with no luck. I've tried to mapping in different ways, tried different things in Photoshop, YouTube videos tutorials... and as you can see in the image below, the texture quality looks like a 1994 game, low quality,  blurred texture, disgusting  :'(


At the sample image below, I'm not using any other map, only diffuse, just to test if the diffuse will be displayed in a decent quality to sento to CE.

How to get results as I see being posted here in Polycount? More realistic texture, not like this 1994 texture quality :s

Thanks everybody :smile:

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  • AtticusMars
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    AtticusMars greentooth
    error404 said:
    How to get results as I see being posted here in Polycount? More realistic texture, not like this 1994 texture quality :s

    Need to use a modern workflow, such as sculpting and baking.

    Attention to detail is important too, for example your model could be greatly improved just by adding nails and perhaps grass staining or water damage to the base. Improved rendering also helps, for example realtime (or baked) ambient occlusion and cast shadows.
  • musashidan
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    musashidan high dynamic range
    Also, texture-wise, no matter how high res the source, if the uvs only take up a small area of the sheet then the res will dramatically reduce on the final texture. Make sure the source texture has no lighting/shadow information or is polarised at source. This is important in the modern PBR workflow as the albedo map is very different than a traditional diffuse map.

    And as @AtticusMars says, having at least a normal map in place in a decent rendering environment will make a difference. I.E- not the default Max viewport. :) And incidentally, did you render in Max as the default viewport displays textures at low res?
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