Hey guys. So this is my second thread on polycount and my goal at the moment is to improve on my texturing and materials. I am focusing just on Diffuse, normal and specular (maybe some glow later on). I have very little experience texturing so i hope i can get some crits and comments for mprovement.
All are screen grabs from maya. I am trying to limit the time i spend on each one so i get faster as well. I am posting this nooby work here to keep me motivated to update.
My first one was to try and replicate a picture off the Ndo website, as it had a psd that broke down the textures and helped me to get a better understanding of how everything worked. ( i am starting off focusing on metal)
Next i used the same colours and workflow to produce these two
Using a little reference i then tried different colours to make come other objects
I feel the specular may be a little strong on some of them. Please let me know what you think!
Replies
Just maya screenshots
Also, what do your UV's look like? Hopefully all your pieces have the same texel density - make sure to throw a checker texture on your model first to check resolutions before you start into your texturing.
When i unwrap i do use a checker texture to make sure there is no stretching. I think its just the texture itself but i will definitely check the checkers again just in case.
Thank you so much for the feedback. I really appreciate it. Im still in school and really just starting to learn how to texture, so i usually feel like people dont really bother with us noobies. I will do my best to improve this model
Again suggestions are greatly appreciated, i know im still a noob
At the moment it looks like you just slapped on a big texture.. Are you using some real world reference for this? If not, it'll help.
Good luck.
Thanks for the crits. Here are some shots of the checker texture (to show theres no stretching on that) and one of the diffuse and spec.
I think i have an idea of whats making the texture looked stretched. I think i forgot to change my base texture when i remade it. *embarrassed* I will look at this more soon, i have work soon. This is whats there so far though
http://www.nextgenhardsurface.com/index.php?pageid=racer445
Yes
The base photo you used is really noisy, so there are big details splashed everywhere and it doesn't make sense. Start with a clean metal texture and add the noise/details/dirt in yourself. Also the spec map is a mess! haha xD (at least I think that's what that is) I'd def do a little more research for that. Keep practicin' , this already looks some better than before.
@ Mega - Thanks for the link. Will definitely be reading this before redoing the texture again
@ Jess - Thanks! I didnt realise that the checkers for each object should be around the same size, i was just told they should all be square to stop stretching. I realized i didnt really know what texel density is so i looked it up and did some research. I guess the only concern i have is if i made the drawers/doors smaller that they would look even worse texture wise, but i will definitely re-size everything and see if it helps. Just to clarify here that im doing the right thing. I have been scaling the uvs up together to make the checkers smaller to check their size compared to each other because its easier to see. I hope im not doing it wrong :P
I will try building the texture up from a clean base, and keep my maps cleaner. Your right, my maps are horrible. XD
Thanks for coming back to help me out jess Ive been watching your stuff since i found polycount, its beautiful.
Will update tomorrow!
In general the lower res texture, the less high-frequency details it should have. Simply because texture will be stretched on model, and small details start looking like giant pixel stains.
The best way to learn when use what detail level is to constantly preview your texture on model. Yes it will take bit more time, but I think you will learn much more.
Before texturing spend some time thinking logically where and what sort of grime/scratches will be there, this will sell it and 'ground' it.
Ditch that spec map and leave it for the time being, concentrate just on the diffuse and you'll realise with just 1 map you can make a great looking prop.
If im scaling these uvs down to make the texel density the same, wont i be wasting UV space? I know everything can be scaled up together to fill in things, but theres a point where i will have to chose between keeping texel density, and using my uv space to get more texture info in. Just curious what you think
you got to get the texture to actually fit the model, you cant just put a photo on it and call it done.
Thanks for the input though
Can post maps if wanted.
Let me know what you think. Im going to be trying a bunch of different ones
Edit: Eh its looking a little flat from the maya viewport. i will put it in UDK soon and repost
My main reference was off philipk's modular tutorial and some various other sci-fi units. This is all just practice over the school break
Im using photobucket at the moment, the images seem a little small for proper viewing, is there a way to increase the size?
That way once you combine the 2 either in photoshop or in UDK, your scratches/dirt will have some depth to them as well. Take only the dirt layer in photoshop (if you havent flattened your image already) and create a normal map from that and overlay it over your current normals. Set the dirt normals to overlay. Go to layer properties and uncheck the blue channel. Flatten.Normalize using nVidia and plug it back into maya/max. UDK is a bit easier but you get the idea right??? :P
yeah...try it with and without the 2nd normal map...GL
Im having trouble getting good quality renders with maya, even at production quality they just dont look as nice and crisp as in the viewport. They are also appearing more washed out once i upload and post them compared to how they look on my desktop.
Any ideas on how to fix this? I don't know that much about rendering
Contrary to what njc6425 said it's not about what it looks like in viewport, but rather what it looks like in a real time render.
I definitely think you're improving. Just keep practicing, the more you try the better you'll become and you'll learn tips and trick so you can avoid mistakes the next time around. Keep it up.
@Ivanzu - Thanks so much! Thats what ive been trying to figure out, its not blurry and washed out on my screen, but it is in this post.
@Xelan101 - Apprecaite the comments, i will throw it in UDK and see if the quality changes. Does USK have a renderer, or can i just take a screenshot of it in UDK?
Also having looked at the brick texture a bit more you may want to cut up those two large bricks in the center of the texture (and maybe one or two of the extra long bricks) as they draw a whole lot of attention to themselves and in turn draw attention to the fact that the texture is tiled.
Tiling textures are a bit of hassle because you want them unique and interesting enough to not be boring, but not so unique and interesting that the player can pick out every detail and see the tiling.
If you plan on doing more tilables (and/or cleaning up this one) I'd head over to Jessica's showcase thread http://www.polycount.com/forum/showthread.php?t=87797 it's basically a collection of tiling texture knowledge, although it's about handpainted stuff most of the rules still apply to photosourced/realistic texture.
THanks for the info. So i put my little unit in UDK and set up a couple lights. I think i may have made the lights to strong but there is such a strong difference between the colours that im at a bit of a loss. It looks so much different in UDk then Maya.
I anticipated there would be differences but as this is my first time putting my own stuff into UDK im not sure how to reduce those differences. I prefer the way it looks in maya, more defined i guess. What am i doing wrong? Is there a lot of modification i have to manually make to the texture in the UDK material editor?
@Xelan - Yeah i noticed those big bricks as well, but it was past midnight and i was exhausted. I will try to fix those up. Ive been watching jess's thread, i guess i will reread a lot of it.
Edit: Oh and what should i been saving my pictures as. Im using Jpeg at the moment, perhaps that is lowering the picture quality. Are there any other recommended file types i should be saving these pictures as?
I feel like such a noob
I highlighted the two adjustments i use.
To use my own work as an example http://www.polycount.com/forum/showthread.php?t=96117&page=2 look at the final texture sheets for the gun and then look at the gun itself. The final renders are extremely bright when compared to the diffuse on it's own and according to my teacher I really should go even darker with the diffuse to avoid things getting blown out and plastic looking.
As for file format you should be saving your textures out as TGAs (Targas) as those tend to be the images UDK works best with. Although I myself don't know the pros and cons to using TGAs vs JPEGs
And finally some more about the specular you are correct that often a bit of color can be added. It depends on the type of material you're trying to create. Check out this tutorial for some ideas http://www.manufato.com/?p=902
A black and white spec can often work pretty well on it's own without color and should be the first thing you focus on. You want your values correct first (ie brighter for shinier and darker for duller) You generally don't want to go to complete white or complete black (unless you're trying to imply a hole, in which case a black spec and diffuse with a decent normal map can be quite convincing, or where there's an emissive and you don't want extra lighting information messing with it) Anyways the point being hit your values first and then add some light color on top, you generally don't want your spec to be more saturated than your diffuse.
Hopefully these big walls of text are helping >.<
I save my textures out as Targa, i meant my screenshots. When uploaded they seem more washed out and less detail then they appear on my computer before i upload them and im not sure what i can do to fix that.
I'll take a look at that link today, thanks . I find it interesting that he suggests darker diffuse and high spec. Ill have to give that a shot
So i tried to fix the obvious tiling issues with my stone. Was harder then i thought.
I am pretty happy with how it looks at the moment. Ignore the blurry, its not like that in maya, just when i take pictures. Working on fixing it.
This is a fun process. Onwards to more textures!
http://www.chrisalbeluhn.com/UT3_Adding_Brick_Variation.html
I learned a butt load from doing his tutorials...
-Dark diffuse and high spec will make the scratches, stains, little details stand out nicely when the light hits it...
http://www.nextgenhardsurface.com/index.php?pageid=racer445
the vid above explains the method...awesome ness
-When you teacher said to add some color to your diffuse; i was told the same thing but it made no sense to me...im not sure if your teacher told you why or how but after side studying it finally made sense....
ok...simple version... two types of materials
1.Dielectric Materials...wood, plastic,cloth, non conductors and
2.Conductors...Metals
In a white light, dielectrics will reflect the color of the light (white) there for, a black and white spec map......
Conductors will still reflect the color of the light but with a tint of color from the material as well.....
this was the penny I did to figure out this theory
notice how the top penny looks "weird" because it's reflecting white...the 2nd one has a diffuse texture that I've used "Levels" in photoshop to brighten and use as a spec map...if you have a real penny handy take a look at it...if you have any questions about the udk set up on the right let me know...its pretty easy to explain....
Hope that helps...I was told to use some colors in my spec map but was never told why or how....GL:)
I guess I forgot to tell you that for it to work 'well'...to see the difference, it all depends on how far or close you are to the object...if the normal details are super detailed to where you can see the little grains...it looks awesome but if the model is actually being viewed from a few feet away...won;t even notice it...it has something to do with 'on screen pixel display' or something like that...hard to explain...hope I didn't confuse you more :P~
Im going to be trying some stone pillars soon that should be able to incorporate the 2nd normal map much better.
Looking at that penny picture there is a lot i dont really understand (im very new to UDK).
Ive only used the simple texture samples for normal/spec/diffuse before and not played with all the other nodes there are. If you dont mind, id love to know what all those extra nodes are doing.
Thanks very much for the tiling tutorial. I did put my tiling brick texture into UDK and saw that the tiling was again very obvious, so this should help heaps. Im Going to have to bake you cookies for all the help your giving me
I meant spec instead of diffuse here
As Chad says, generate an AO map and put it above your diffuse layer in photoshop with the blending properties set to multiply. This will kind of fake shadows on top of your diffuse.
np, I got a friend from Australia, you can just send it with her next time she visits besides, I've gottten alot of help as well as resources from Polycount ever since I started posting and I feel that I should contribute back...also regurgitating what i've learned helps me remember, which is why I tutor in school as well.
Just finished reading this...might help
http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/the_top_ten_tips_of_texturing
@ Notes - Yeah i knew what you meant :P
I gotta say..tiling is a bitch
Im still not pleased with the picture quality, it looks so much nicer on my screen.
Now i must focus on an upcoming school project, so hopefully i can make a couple items on the weekends