Alright for a Medieval enviorment i made a crate prop which i'm struggling with to get a proper texture.
Here's two renders to show what i currently got.
Anyone mind telling me how i can improve my textures radically? at the moment they are horrible.
Also this is only a diffuse map i got no bump atm, still working on texturing this baby out.
Replies
If you just want to create a bump map. Export the diffuse map out and open it in photoshop or any 2d arts program. Than convert it to a gray scale to make it black and white.
[ame="http://www.youtube.com/watch?v=66ulKGSkJVo"]How to create normal map in 3ds max - YouTube[/ame]
May I ask what programs are you using?
the prop is intended for use in UDK
Any help with that pls?
http://cg.tutsplus.com/tutorials/photoshop/how-to-hand-paint-convincing-metal-textures/
Might be of some use to you, I think you are using photo reference for your textures? But the same basic principals apply. Hope that helps some.
What i need to do is to add Bolt's and the like to the texture.
Any idea's what more i could put into it?
edit: a pic of the crate in sunlight http://dl.dropbox.com/u/21462758/render8.jpg
It's at 1024x1024 figured that is a proper size for props.
@Ikosan
I just get each in a separate file, meaning i made the texture and then put it in crazybump to make the spec/displacement map.
That's the current difuse, it is quite a mess though.
1) Wood and metal, given that only Crazybump normals are used, should share a lot of texture space.
2) Your base textures look like they came from blurry photographs, or you've chopped bits out of other images and scaled them up.
3) Even though this looks near enough a unique layout, there is tons of wasted (black on your texture) space. The more of this you use up, and the sharper your source images for making textures, the sharper your textures should be.
4) The metal looks even lower res than it should, obviously because there is not so much 'texture' there, as there is just flat colours. Also I suspect you may have UV'd the 'unseen' faces of the metal parts, rather than deleting them? If this is the case then you're obviously wasting valuable texture space on something that will never be seen.
Hope these pointers help.
I mean if you want it to look like a prop from a game made during the late 90s then you are all set.
Asking for help like this will just net you random advice from what people are guessing that you want to do.
EDIT: What I'm saying is that if you take some time to write some more about what you are trying to achieve then you will get a lot better feeback!
http://3.bp.blogspot.com/_8jIBmdC99Kc/S-TEx7GB-pI/AAAAAAAAA3U/hXApSBs-Mnk/s1600/chest_01.jpg
And ive tried to make it similar to that.
A mistake is to base your work on interpretation of another artist instead of using real life as a ref. I know I used to do that.
Hope it helps!