So I've been on here a bit recently especially talking to Eric who I can thank and has been a huge help however I'm still stuck on the texturing process and which way to approach these two particular assets i really am lacking in experience and skill in the texturing department and really want to improve but I'm stumped on these two to get the most from it. So there's a grandstand with benches and a mobile building. I'm not sure whether to go unique for the texturing on them but my friend said you'd be struggling to get detail from it in game due to it all being one big texture If i went this route I'd go in substance with colour id's.
I've been hearing recently of the tileable texture term thrown around and I can generally understand but still having trouble figuring out how to do it fully is it just several textures put together for the strips in Photoshop or is there something I'm missing? I:e a brick, wood etc. Or should i uv parts for the strips and do it that way?
These pieces will be used in Rfactor 2 as scenery items the game also doesn't currently support pbr
only uses a diffuse, spec and norm
The first piece the grandstand this uses a metal and a slight variation for the bench sections.
the second piece is the mobile building with several textures
Here are the irl counterparts so you can see better.
Replies
Light green = what you texture.
Dark green dashed line = reused from the light green bits.
Blue arrows = these vertical bars can all use the same texture.
Blue dashed line = Make one vertical bar, UV it either uniquely or reuse the texture from the nearby vertical "light green" bar, then copy the mesh to make all four thin vertical bars.
Reuse is the key. Saves time and effort, reduces memory in-game, and speeds up the loading of your game. Win, win, win!
http://www.kevinjohnstone.com/Help/Modular Environment Design.rar
Also linked here, http://wiki.polycount.com/wiki/Modular_environments , which I shared before. I know it's a lot to go through but there's a TON of good info there.
Here is what i did come up with last night but wasn't happy with it unless I was doing something wrong with the uvs.
Examine your photo ref, break it down into the unique elements. Look for repetition, you'll only need to make one of those.
After you've modeled and UVd a unique element, you can duplicate it to recreate the repetition from the photo.
Only need 1 bench top texture. Add a bench side, and a bench end. Add a metal bar texture. Add a metal support texture. Etc. Only the unique bits.
To that end, I highly recommend Shoebox Texture Ripper:
https://renderhjs.net/shoebox/textureRipper.htm
Josh Lynch's Overland Bus.
https://www.artstation.com/artwork/ElZ2
The whole vehicle is textured with one trim sheet.
For example, here are the two elements he used to make all four wheels.
He made a high poly model of the bus. From his description: "Maya, Photoshop, nDo, Marmoset."
So I'm guessing he used Maya for the highpoly and for the lowpoly. He also used nDO which is a tool for creating normal maps in Photoshop using 2D painted details.
I presume he used Photoshop to combine the highpoly and nDO maps, plus added grunge maps and ambient occlusion and maybe also curvature maps to create his texture set.
Then he used Marmoset to render the finished result for Artstation.
The photo-source exercise I mentioned earlier is only meant to help you learn the process. But photos are not used for this kind of asset, except for generic dirt and grunge and cracks.
All the main shape details are custom made. Not photos.
Substance is so full featured now, you can do all your texturing passes directly in there. Photoshop is mostly not needed these days, if you're using Substance.
The meshes:
The sheet i made tent canvas on the top and metal poles on the bottom:
https://80.lv/articles/tiling-textures-in-game-environments/
the sheet:
The mesh:
The tiling uvs: