Hello everyone.
I've been browsing the internet lately for some tutorials on projection in 3ds max. and i came across an old post by a CS:GO workshop artist Apel.
He showed some of his progress on his wips provided in this link :
https://polycount.com/discussion/170719/pc-csgo-awp-phobos-shipping-in-a-weapon-caseand this one as well :
https://polycount.com/discussion/182135/usp-s-phobosI've tried to contact him to discuss what was his workflow on how he managed to do the camera projection within 3ds max and this was an old response from him : "
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. "
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I know the 3dcoat method, but it isnt what i am looking for, if anyone can help me what he means by these steps that will be really helpful. i am trying to do in 3ds max but i cant figure what was the exact workflow that was done on his method.
Thanks everyone in advance!
Replies
If you're trying to mod the texture for an existing weapon model, you could paint in 3D instead (Substance Painter, 3D Coat, etc.) There's also the 3d paint app Viewport Canvas inside 3ds Max, which has its share of bugs but isn't half bad for painting oldschool diffuse maps.
https://youtu.be/SrGl6idHUUo?t=90 There's also the Clone tool, to clone from a 2D image onto your 3D model.
There's no quality loss, if the texture is high enough resolution.
What's the resolution of the textures for these assets?
That artist may be working in a higher resolution (say, 2048) and showing beauty renders using those high-res textures. But in the end, down-sampling for the final in-game delivery (maybe 512).
The beauty of using a 3d painter like this, is what you see is what you get. You're painting directly into the UVs of the model.
The final texture should be 2048x2048. no down scaling or sampling needed.
Yes i have made this thread a while ago, but was experimenting with some projection in 3dsmax since i tried to do the baking into a plane then projecting it back into a 3d UV'ed model. if posting it again is against polycount rules, then i am not aware of it
Probably your Viewport Config is set to a low resolution for Texture Maps: http://help.autodesk.com/view/3DSMAX/2019/ENU/?guid=GUID-502A94D2-0037-407B-95BC-6CD90067740B
Which version of 3ds Max are you using?
Can you show a screenshot of the strange downscaling?
The way the original author handled it was to avoid painting on oblique areas., moving the camera, rendering, painting, and reprojecting. This is really slow. 3D Paint really speeds this up a ton.
Here are some test screenshots.