Home Technical Talk
The BRAWL² Tournament Challenge has been announced!

It starts May 12, and ends Oct 17. Let's see what you got!

https://polycount.com/discussion/237047/the-brawl²-tournament

How the F#*K do i texture this

akshattejas
triangle
Offline / Send Message
akshattejas triangle
Hey everyone,

I'm currently working on the highly-detailed cockpit of an F-15, and I've reached the texturing stage where I need to label all the buttons, switches, and panels (screenshot attached).
I'm looking for advice on the most robust and flexible professional workflow:
Would it be better to take a UV snapshot into Photoshop to create all the text and decal graphics there for maximum control over precise graphic layout, or should I instead use the text and decal tools directly within Substance Painter to take advantage of its non-destructive and easily editable workflow?

I'm aiming for high-level accuracy and flexibility, given the sheer number of small, unique markings required for an aircraft interior, and any tips or examples of how you approach cockpit/panel texturing would be massively appreciated.

Thanks in advance! 

Replies

  • poopipe
    Offline / Send Message
    poopipe grand marshal polycounter
    you don't want to be texturing this uniquely - you will never hit the required resolution . 

    put all the decals / sticker etc onto a sheet and slap them on little quads. 

    if this is where your player sits, you can probably get away with modelling basically everything rather than baking unique normals etc. - it's basically an environment  as opposed to a prop from that perspective
  • ZacD
    Offline / Send Message
    ZacD quad damage
    If this was a 3rd person game and it was background detail, I might see if I could get away with hotspot texturing with decals for the labels. Wouldn't do that for a first person cockpit. For first person, I'd use a lot of geo to control the normals and shading for bevels and not try to bake that out. 
Sign In or Register to comment.