I am very new to modelling and texturing and have been learning 3Ds Max 2011 for a small game collaboration project. I'm starting with some proof of concept pieces to test asset creation techniques and have started with some gravestones for a church yard scene.
I've create a low poly cross (very basic for testing) and the made a higher poly version which had chamfered edges and some additional detailing which I want to bake as a normal map. Since these assets are not going to be more than background scenery we want to keep poly counts low so we can have a lot of gravestones.
After much trial and error I finally got a decent bake. My problem had been poor seams on the hard edges which eventually I resolves by breaking them in the UV map. However since the shape is a cross with hard edges all around this meant the whole object was broken apart in the UV map to get a decent bake.
My issue now is how to approach texturing the diffuse layer. With the items stitched it would be easier to create a dirty stone texture which wraps around the object, however with them broken I can't think of a clean way to do this. Is this an issue which is normally encountered with hard edges objects or am I doing something wrong?
Are there any good techniques for texturing once the faces are all broken apart?
Replies
There are quite a few apps that alow you to paint directly on the model, 3DCoat, Zbrush, Bodypaint... I think maybe the latest version of 3dsmax has some tools to do it as well?
For simple rock stuff like gravestones, sometimes I go ahead and do the texture right on the hipoly (in Zbrush for instance) and then bake that down as well.
If you're using 3dsmax2011, I strongly urge you to check out viewport canvas.
http://area.autodesk.com/blogs/louis/3ds_max_2011_s_viewport_canvas_tips_and_tricks
You can paint the seams out using PeterK's method.
http://www.gamasutra.com/view/feature/1800/completely_eliminate_texture_seams_.php
You can also apply a tiling texture (probably procedural) using a 2nd uv channel that is seamless, then bake that down to your broken apart UV layout.