I would consider myself moderately proficient when it comes to modelling, but once I finish models, I'm not sure what to do with them. I want to learn how to texture them. At the moment, I've no clue whether or not I should put my models in a 3d painting app and go from there or if I should export UVW maps and texture them in photoshop. I'm just really confused on what direction to take, but one thing I do know is that I want to learn to be able to texture them. What processes/techniques would you guys recommend and where would you suggest I go to learn about them? Thanks guys, any guidance is appreciated.
Replies
We have lots of things to look at here
http://wiki.polycount.com/wiki/TexturingTutorials
Also check out Texture Baking.
http://wiki.polycount.com/wiki/Texture_Baking
Have you made any models to import into a game engine? Or have you made only high-poly hardsurface models?
http://wiki.polycount.com/wiki/Modular_environments
As for what I've got so far, following along with some stuff I've read about seems and pelting in Max, this is an hour of work:
Not gonna lie, laying down seems and shit is a pretty daunting task, especially on geo this complex with no prior experience to UVW mapping.
Actually that looks good so far, though you could use to collapse some of the vertical loops, and most if not all the loops inside the boxy form. Being consistent will help you when texturing, the seam on the fluted part is rotated compared to the main body it's connected to.
Generally we don't unwrap the highpoly, since there's a lot more to work with within each uv shell. Unless you need them on the lowpoly for a specific reason, get rid of supporting edges, trailing edges from nearby forms (like what comes off from the knobs toward the front), and any superfluous flat edges that don't contribute to form. It's much easier to work with.
and the other side:
I know for sure side count on those cylinders needs to be taken down a notch, just don't know where to start. Going to begin adding seams!
yours is looking fine, remember to unwrap according to there you want you smoothing groups to be (look up 3ds max smoothing). then using textools (free texturing plug in for max) Set your smoothing groups from UV shells. A guide is to have each surface that you want to be "hard" on its own UV island. This info is used by other applications and engines to smooth your model. Once your done texturing take it into Substance painter where you can bake a normal map from a high poly if you have one.
I wish you had told me about the select by angle tool sooner, would have saved me a lot of tedious work. Nevertheless, your feedback is invaluable, and for that I thank you
I think you picked a good asset to learn with. Overall it's fairly simple shapewise, with a few tricky unwrap spots. But you'll get much more experience than unwrapping a cube.
Spent a good two hours this morning peeling off pelts and I'm just about done. Progress pic as I head to lunch:
I'm not too sure why I said it'd be hard, as it really won't be once I'm in substance.
Jesus this took way too long, here's everything within the checkerboard. Yeah, there's a lot of wasted space but truth be told, I've no clue how I'm going to fill it.
Hopefully substance painter tomorrow!
Also look at PolyUnwrapper. Well worth the really low price, and Jorge offers great support. It's like TexTools but way better, and not a dead project either. Highly recommended.
http://polycount.com/discussion/134417/polyunwrapper-4-0-released/p1
The Death of Curiosity
Really want to try substance painter out now -.-
Look at Tim Bergholz AK tutorial (epsecially the low poly + uv mapping part).
https://gumroad.com/l/ztGD