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Topic : "Info or tutorials on Texturing?" |
tcgolom junior member
Member # Joined: 04 Mar 2002 Posts: 14
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Posted: Wed Apr 03, 2002 9:59 pm |
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What's up art fans.... I was curious if anyone out there had any pointers or sites they could point me to that would help my texturing. I'm decent at shading and I know I have a lot more training to do but i was curious if anyone know what specifically helped them with this process.... texturing for 3d, concept art, etc. Anything would help!
Thanks in advance,
Tony ![](images/smiles/icon_smile.gif) |
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Sumaleth Administrator
Member # Joined: 30 Oct 1999 Posts: 2898 Location: Australia
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Posted: Thu Apr 04, 2002 8:30 am |
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Anthony member
Member # Joined: 13 Apr 2000 Posts: 1577 Location: Winter Park, FLA
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Posted: Thu Apr 04, 2002 11:21 am |
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Get Painter 7, get some good papers for it(there are some for download from Seegmiller's site that are OK). Or make your own from tilable photo textures. Anyway, to make a basic texture, either open a 512x512 blank image, or open your UV template image(from the 3d model). Figure out what colors you want, and using an airbrush lay down the opposite color and value. Pick the square chalk tool and one of your papers, and start working your way around the color wheel, towards the color you want. Keep reversing the paper, and keep throwing in brighter, oversaturated colors into the mix. Keep layering until you get something like you want. You should still have quite a bit of color variation. If you did a UV texture, just save a grayscale version for the bump/spec and you're good to go(usually-sometimes you need create two or more BW versions for different parts. In Lightwave you have more flexibility since you can create instances of image textures and adjust them as you like with brightness/contrast/hue/and even invert the image). If you created a 512x512 texture, you have a bit more work. You'll notice that the edges of the image don't have the proper texture. That's not good, so take it into photoshop and rubber stamp the blurry edges out of existance. From there you can copy it into whatever texture you're working on at the moment. Where these textures take on their personality is in the surfacing of your 3d model. The way you apply textures and surfaces is just as or more important than the textures themselves. |
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