Okay.. I have recently found out that I suck, suuuuuuck at texturing.. I just have no idea what I am doing.. I mean I can throw a few pre-made textures or photo textures onto something but that just looks terrible..
I know in the past I have asked you people to do work for me but I have honestly tried and tried and I have NO idea what I am doing. Help? Please?
I know in some game companies there are texture artists but I know I need at least SOME texturing skill and that is what I am after. I have read a few tutorials but I just cannot seem to grasp the concept of textures and materials.
Sooo.. TL:DR, Tell me what to do to get better at texturing and I will do it..
Right now my projects are on hold because.. well I cannot go further than modelling and unwrapping them.
Replies
Could we see some pictures of what you're doing? It would help alot if we knew what exactly you were doing wrong.
Lets say your working on a dumpster. Get a base metal texture down first. Then build up layers of dirt and grime where there would logically be some.
Go out into the world and take note of what these textures look like. Take photos for reference.
I go out with my camera alot and take pictures of random interesting places and textures. That helps me understand it better.
I am curious what other suggestions people will have
Make sure the texture you're slapping on is the right size. I.e a little texture in real life but you make it really big on your model will look weird
-Everything has a similar saturation.
-Don't just put on 1 texture. Use at lest 2. I.e if you have a wall. Get two textures and blend them over eachother, this will make the texture a lot richer. (see pic)
And then it's mainly just trial and error, in seeing what looks good.
http://wiki.polycount.com/CategoryConceptFundamentals
and here
http://wiki.polycount.com/TexturingTutorials
Okay to answer the questions, No I do not have a tablet. Unwrapping I don't think I have a problem with and I will continue to texture what I am working on and post it in the pimping and previews
Thanks again ^-^
anywho! Redirect to my PnP thread: http://www.polycount.com/forum/showthread.php?p=1379255#post1379255
There is a common saying here on PC and everyone will agree to it. "USE THE REFERENCE." <.<
That applies to the texture as well.
For example: If you are creating a rock, and you have unwrapped it. Use the real life rock and see how you are implementing texture. =\
Creating a rock is very basic so I suggest you should practice that until you finally understand how to work things out.
EDIT: I have a related question so I wont bother creating another thread about texturing since there are many.
How do you know if your UV co-ordinates are inverted? For example if you are creating pants and you have belt stripes (the place where you put the belt <.< sorry I forgot what you call it) you are applying planer maps to the front four, and planer map to the back four. How can you tell that UV co-ords for the back four are NOT inverted? Using Maya here. I'd appreciate a good intel, if not, no harm done. Thanks in advance.
Nitewalkr.
I made a UV grid/checker texture that helps with this. It has text that makes the mirroring more obvious. The color gradient makes tiling obvious. The checkers and circles make distortion obvious. Circles are especially helpful for seeing distortion, since the human brain seems to be adept at judging the proportions of circles. There is also a fine 1-pixel checker pattern, helpful with judging UV stretch.
Uncompressed:
http://ericchadwick.com/examples/images/testgrid_circles.tif
Preview:
More checker maps:
http://images.google.com/search?tbm=isch&q=uv+checker
http://www.nextgenhardsurface.com/index.php?pageid=racer445
Also depending on what type of metal it is, up to 75% of a great metal texture can come from the spec map. But really depends on the surface, if its painted or treated, what kind of paint, and how long its been around.