Hey guys recently modeled this building, its a civilian house for a desert themed map for the UDK. Now i wanted to ask u guys to review my texturing process and perhaps give it some constructive criticism, if you could please.
(All images can be enlarged by clicking on them)
Now here is how i got to that current texture.
-Add the base concrete file to the image, duplicate 3 times, remove any seams if necessary, merge into one layer
-Added the plaster file to the image
-Went into the menu Select > Color Range
-Chose the white color of the plaster
-Pressed delete twice
-Duplicated this edited plaster layer 3 more times and arranged over concrete, merged into one layer
-Reduce the opacity of this newest layer to 50%
-Went into the menu Image > Adjustments > Hue/Saturation
-Enabled colorize, changed hue to an earthy brownish-red, changed saturation to about 45
So any criticism guys? Any suggestions as to how i can make this better?
Thanks
Replies
Maybe they have clothes that they hang over the door in case of a sand storm, they just unroll it to cover the door. Or maybe there was a dry spell and it started to rain again so their new plant life, or there's some stains and wear from age. High light exposed edges and darken corners.
Quick paint over to give you some ideas.
But thanks for the post ZacD, will keep that in mind when i do move onto the grunge effects.
So anyone else? Can i improve on this part of my texturing so far? Is there anything you would change or do differently in the method i posted in my first post?
Thanks
ZacD has already told me about lightening up exposed edges while darkening corners. Any other sorts of grunge on a desert building? (Remembering it is just clay, there is no bricks in this building)
And also, how would i achieve these effects? Im not the best with photoshop as you can see.
Thanks
[ame]http://www.amazon.com/Game-Textures-Second-Professional-Photoshop/dp/0240811488/ref=sr_1_3?ie=UTF8&s=books&qid=1275516092&sr=8-3[/ame]
My two pennys.
P.S. I have this book. It was borderline ok 4 years ago, not so much anymore.
[Edit]
It looks like he tacked on a Normal Map section for the 'second edition' which I don't own.
Anyone else?
About your texture. Research AO maps and how to bake them, as well as normal maps. Those will add 1000000x the texturing you currently have. once you have those in your texture, you can paint your details around them. Adding cavity maps (if you want) and other details... you got yourself a game texture:)
We dont have any money either, even if we are adults, the economy sucks.
more looking, less asking.
Ok thanks for the heads-up about layers, will do that from now on.
And yes i know about normal maps, but shouldnt i get my colour/grunge effects worked out before working on a normal map?
And also, as im modeling for a game engine, should i even bother doing an ao map?
And the main problem im having, that no1 seems to have answered yet, is im just not that good with photoshop. I dont know how to paint details and all that onto my textures. Do i use brushes? Filters? How do i combine brushes with the diffuse so that they look subtle and effective?
Thanks for the help so far guys.
Write a list of everything you can about the material you are wanting to emulate.
What colours is it?
Are the colours in a predicable pattern or are they random?
What is the texture of the surface? Bumpy or smooth.
Where are the shadows?
Is there dirt?
All the things you can think about that describe the surface.
Then go through each element of the list emulating them as best you can one at a time.
And yes i am planning to do a normal and specular, but want to get the diffuse done before starting these, unless i should do these first for some reason?
Ok so ive sort of thought it out a bit. Being in the desert, this building is going to have a lot of sun damage right? That means cracks. Weathering will cause holes and chunks taken out aswell. And i guess there would also be a bit of dirt/mud build-up in the corners such as where the windows join onto the model.
So thats cracks, holes/chunks and dirt/mud buildup. Now i need to know how to achieve these effects in photoshop. Can anyone help me out?
The dirt and mud build up in the cracks should be part of you high res bake, the cracks can be or added later in photoshop using crazybump, xnormal, or just the nvidia normal map filter. All of your details other than color need to be there in a "gray model" first, with no diffuse. Than, the color just adds to the illusion.
In photoshop, select the brush tool (b), in your swatches pick a brown color, and start paiting that in (I suggest) a new layer.
Brushes will be your god now. There's a brushes thread in the tech talk section, you can google tons of free ones or make your own. I make my own brushes all the time based on good reference photos.
But seriously man, no one is going to sit down and step you through this. Most of us learn this by trial and error. Get in that editor and get dirty. Click around ever feature.
I also suggest the eat3d.com dvd's (the earlier unreal texturing one would be great for you. This one in particular would be perfect for your situation;
http://eat3d.com/texturing
Also sorry i was a bit unclear, by dirt/mud buildup i meant a mouldy effect, not a buildup sorry.