Hello, i saw a post a while ago:
https://polycount.com/discussion/182135/usp-s-phobos about a 3D max texture projection, it is very interesting but i was wondering if anyone can explain or video demonstrate this technique, taking a screenshot in Photoshop and do your art there, then go back to max and project it, basically if anyone can explain the whole workflow will be very helpful. the model used is a public model given by Valve, and it's already UV'ed so no need to UV anything. here is the mesh:
https://gofile.io/?c=fxLq1talso, if anyone can explain how did the author manage to select accurate polygons without doing it manually? same as this photo
https://gyazo.com/5ba86b60ca485425be89e63e9cd19962
Replies
If you have Substance Painter or 3D Coat, those will let you paint directly on the model, no need for Photoshop.
If you absolutely have to stay in 3ds Max, you could use Viewport Canvas, the built-in 3d paint tool.
Decals with out of the box tools: https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/screencast/Main/Details/f5ba584e-a450-4165-a08f-26069850c2c7.html
TurboTools script: https://www.youtube.com/watch?v=ge59E3n7gwo
DecalProjector script: http://www.scriptspot.com/3ds-max/scripts/decal-projector
Decal Projection (if you have vray): https://www.youtube.com/watch?v=1V7L2t0ekTc
Blender has a pretty slick workflow for decals: https://cgcookie.com/tutorial/adding-decals-to-3d-models-with-blender
Substance Painter is pretty much made for that kind of workflow . Most of what he's doing in that thread is easier and faster to do in Painter.
Finding the edges of materials to place wear you just use a "metal edge wear generator".
https://youtu.be/bgjZX9EC7UQ?t=169
If you need to project a texture it has a very easy way to do that too.
https://youtu.be/rsDVc9WzUY0?t=92
I do most of my material work in Substance Painter. Drag wood, Drag metal, add wear, paint some details, export packed maps, done.
i meant this https://gyazo.com/5ba86b60ca485425be89e63e9cd19962
If you're not going to do your homework, why should we?
You want to learn these techniques? They all require you know the tools.
Relevant:
http://help.autodesk.com/view/3DSMAX/2020/ENU/?guid=GUID-4525C148-7DC9-4FE4-8C34-0B174CD8E0D6
1. Render angle to a picture and bake it into a planar mesh as a texture;
2. Overpaint rendered picture;
3. Replace planar texture picture;
4. Bake back planar picture into a saved angle, use a camera for that.
You'll have to work with a 2048x2048 badly unwrapped meshes, with a lot of issues
You will have stretchings and a quality loss, you have to understand how UV mapping and resampling works.
if anyone can help me out with this maybe some photos or examples that would be helpful
Can you post a screenshot of the UV layout?
Since you don't want to use other tools except 3ds Max, I would still recommend using Viewport Canvas.
http://help.autodesk.com/view/3DSMAX/2020/ENU/?guid=GUID-F5518487-A253-44F0-A8D9-9CB537A8F392
https://www.youtube.com/watch?v=tEWqvrXaJE0&feature=PlayList&p=0D7878B0B79B344E&index=0
I don't love having to repeat this, but if you read the help file link, it explains this process pretty clearly.
1. Direct Projection. This is where the brush is aligned to the underlying normals and paint is projected to the model automatically at the end of each brush stroke (Substance Painter, 3D-Coat, Blender).
2. Screen Buffer Projection. This is where the brush works in 2D and you paint on to the viewport like a canvas, only projecting the paint when you tell it to (Mari or C4D BodyPaint)
3. External Projection. This is where a screenshot is taken and then loaded into an external painting app like Photoshop, then when saved is loaded back into the 3D program and projected to the model (3D-Coat, Blender, C4D Bodypaint, ZBrush, and Textools can all do this)
The third method, which is what you're looking for, is actually still very common for illustrative (aka. 'hand painted') textures, especially in China.
As a side note, if you're working on very low resolution textures I'd avoid 3DSMax completely due to its viewport not supporting unfiltered textures. Autodesk broke that feature back when they introduced Nitrous and never gave enough of a shit to fix it (Viewport Canvas somehow works around this, but otherwise I've never found a way to turn filtering off since Nitrous was introduced).
but i was just looking for a way to do it in 3dsmax, and no the res is pretty high 2048x2048 textures is the limit. most illustrated skins for csgo are done this way, they take a side view screenshot of a gun, put it in a 2d program like photoshop or Krita or whatever, apply a quick mask, do their illustrations. then use a 3d program to project their illustrations to a gun. since i saw that this is possible to do in 3dsmax i was just looking if someone know the method in max. i was just wondering if someone could further explain in screenshots examples or anything that could help further understanding what the original author mean by:
1. Render angle to a picture and bake it into a planar mesh as a texture;
2. Overpaint rendered picture;
3. Replace planar texture picture;
4. Bake back planar picture into a saved angle, use a camera for that.
http://help.autodesk.com/view/3DSMAX/2020/ENU/?guid=GUID-DBA6ABCC-86FC-47F9-841D-29D8A84086A6
Be aware though, this is a really backward way of doing it, slow and error prone. But, you might like it.
A lot faster than camera mapping, but... Photoshop painting tools are better than what's in Viewport Canvas.
"1. Render angle to a picture and bake it into a planar mesh as a texture;
2. Overpaint rendered picture;
3. Replace planar texture picture;
4. Bake back planar picture into a saved angle, use a camera for that. "
Camera per pixel and Viewport canvas are not the approach i was looking for
"1. Render angle to a picture and bake it into a planar mesh as a texture;
2. Overpaint rendered picture;
3. Replace planar texture picture;
4. Bake back planar picture into a saved angle, use a camera for that. "