Hey everyone!
I need to texture a spaceship. There are 10 parts to it and I need to create a color ID map for each part.
Some details are not geometry based, meaning they would need to be hand painted/masked not by geometry.
If I did this in Photoshop with 3DO it would only be able to look at one map at a time so it would be very difficult.
If I did this in Substance Painter I would only be able to mask by geometry, unless Painter 2 has a way to lasso select?
Here's an example of non-geometry color ID masking that I need to achieve.
Any ideas? Thank you.
Replies
- Paint the details on a stencil that you can then project to the lowpoly in a 3d painting environment like Substance painter or 3DCoat, or to the highpoly in Zbrush
- Or, create a secondary set of UV especially for decals, and you can then project the details from one to the other
- Or, project these details with camera mapping (which essentially creates camera based UVs)
- Or, wrap stencil plane/decals around the model and bake them down as if they were your highpoly source and texture.
(when it comes to texture transfer from one set of UVs to another, some programs allow to do the conversion directly, while some others require to cast rays between two copies of the model.)
Projection could be the way to go.
Why that's faster than Photoshop or Baking is because I can see whatever mesh I want, with as many parts and UV's applied in live 3D without worrying about baking, importing, exporting, etc. It's also completely non-destructive so I can create a fill layer and paint on a mask.
But what I want is a lasso tool in Painter, like how I'd create them in Photoshop. It's very annoying there isn't a single perfect solution. Maybe I'll have to contact Algorithmic.
I suppose there just is no software or method that will be faster or more efficient than that.
If you have Mudbox, Zbrush, or 3D Coat you can export a PSD to projection paint on in Photoshop or Krita. That would probably be your best bet. Or you could use Mari Indie for this particular step which has a lasso tool and most of the other things you expect to have from Photoshop (except a good text tool.) Keep a library of common image elements to kitbash.
Hmm ... if what we are talking about here is painting big, hard edge graphic patterns on the hull of ships ... and finding a convenient, repeatable way to do so ... what I would personally attempt would be to model these patterns as floaters as Jed suggested - using 3d splines with a thicken modifier at a small radius. This would have the huge advantage of being akin to vector graphics: fully non-destructive, very easy to tweak, and just as fast as painting it by hand. Once the outlines are done it would then just be a matter of baking that to texture and filling in the blanks.