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Formula of good texture?

polycounter lvl 10
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Wozner polycounter lvl 10
Still learning the process of making good quality textures for games. I would like to know what is your secret of good texturing or at least some necessary things, that you stick to in order to get good texture?

As I understand the pipeline of texture is

- Baking Hi-poly Ambient occlusion on Low-poly model (max,xnormal or so)
- In Photoshop duplicate AO layer and turn them both to multiply mode
- Under AO create base material and start adding scratches, overlays, rusted and leaked metal things and so one

During this process, when I make for example barrel, while adding scratches and some overlays I am losing tiling for model, and in one place it has noticeable seam, how do you handle with that?

Also my texture looks ugly, despite the fact I am using photo-textures, what might be the cause? Maybe I am losing quality when resizing textures or anything else?

For example this texture looks great:

http://www.cgsociety.org/stories/2008_09/texture_top_ten_tips/image01_03.jpg

If you have on your mind some DVD, that helped you get the idea of good texturing, please let me know, I will be extremelly grateful

With all respect
Wozner

Replies

  • Clos3d
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    Clos3d polycounter lvl 17
    Depending where your textured models is going, you might not need AO bake in the diffuse.

    FOR PBM, I barelly put AO and remove shading from the texture.


    This model you showing has a good lighting and specular, and this is why it look good.

    Add some sharpen to your diffuse maybe? Is really hard to say with no sample of your work or what you trying to accomplish.
  • Wozner
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    Wozner polycounter lvl 10
    This is a render in marmoset, a little bit darker. I will upload more lighter model when I get home.
  • Steppenwolf
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    Steppenwolf polycounter lvl 15
    Clos3d: you shouldn't put any AO in the albedo (you can use it as a guide while texturing tho or as a mask to put some sand/dirt). Instead put the AO in a seperate channel or texture and feed it to your material.

    Wozner: Think about large, medium and small details and where to put it. Localize your details (for example dirt tends to collect in corners, wear and tear is more prevelent around edges etc). Common mistake of beginners is to put too much of everything everywhere and then it just looks like a relatively uniform noisy mess.

    Another tip: Instead of just stacking photo layers on top of each other make completely opaque layers with a solid color, add some slight color variation or texture to it with some grundge brushes and then use masks to paint in your details. For that you can actualy make custom brushes from your photo sources (like the leaking rust in your barrel). The advantage of this is that it's completely non destructive. You can always go back in and remove or add something to the layers. And you can play around with blending options to get some interesting effects. Study the psd's in PhilipK's tutorials to get the idea: http://www.philipk.net/tutorials.html
  • Wozner
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    Wozner polycounter lvl 10
    Here are my diffuse, normal, ao and render of barrel. Also normal looks weird, did it in xnormal, strange. Tell me please where I should make my improvements
  • shinkicker
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    Hey Wozner,

    Where did you get your MT2 sky / background?

    Would you mind sharing it?
  • .Wiki
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    .Wiki polycounter lvl 8
    Wozner wrote: »
    Here are my diffuse, normal, ao and render of barrel. Also normal looks weird, did it in xnormal, strange. Tell me please where I should make my improvements
    Hey :)

    could you please post your highpoly mesh. Your Mesh in Marmoset looks like there is no normalmap at all.

    To get your mesh looking correct you would need a specular map to define the highlights of the different parts of the geometry.
  • Wozner
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    Wozner polycounter lvl 10
    shinkicker wrote: »
    Hey Wozner,

    Where did you get your MT2 sky / background?

    Would you mind sharing it?

    I got that from toolbag 2, here it is

    https://www.sendspace.com/file/4aiyor
  • Wozner
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    Wozner polycounter lvl 10
    .Wiki wrote: »
    Hey :)

    could you please post your highpoly mesh. Your Mesh in Marmoset looks like there is no normalmap at all.

    To get your mesh looking correct you would need a specular map to define the highlights of the different parts of the geometry.

    Sorry, I forgot to mention, that I have used specular map also. Her are spec and render and wireframe of hi poly. Also I don't like those waves on my normal, I`ve browsed polycount and found, that it is the reason when low poly has low count of polys.
  • EarthQuake
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    Your normal map looks wrong because you have too many hard edges/smoothing groups, and you have't split your uv islands up at the hard edges (this is required to get a clean normal map). Easiest fix is to simply reduce the number of hard edges that you're using and rebake. The shading doesn't need to look perfect without the normal map applied, the normal map will account for shading issues. More here: http://www.polycount.com/forum/forumdisplay.php?f=43

    As far as why your texture looks bad, well, there are a lot of reasons. I think the first of which is a basic misunderstanding of how material properties work. You're worried too much about where your AO map gets applied and not nearly enough about what type of materials you're trying to represent. You need to study various materials and their surface properties and learn what makes each material unique. You can't simply throw photosourced textures on and call it a day.

    Here are a couple tutorials that explain the concepts of current generation PBR shaders:
    http://www.marmoset.co/toolbag/learn/pbr-theory
    http://www.marmoset.co/toolbag/learn/pbr-practice

    Here is an older one based on Toolbag 1 tech, its not pbr, but many of the same concepts of material definition and layering are the same:
    http://www.marmoset.co/toolbag/learn/materials
  • Wozner
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    Wozner polycounter lvl 10
    EarthQuake thank you for the explanation, I did some tweaks for models, but still have the same weavy result on normal, I am missing something =(

    https://www.sendspace.com/file/0hi11c
  • EarthQuake
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