Game Development Community

Intermediate tutorial for texturing?

by Dan Keller · in Artist Corner · 07/15/2011 (5:00 pm) · 7 replies

Does anyone know of good intermediate level tutorials for making (EDIT: UV unwrapped non-organic) textures? I understand UVs and stuff like that, but I find that everything I make looks sort of ... crappy. So I started to get the impression I'm going about it wrong. Unfortunately everything I've found on google seems to be either advanced tips or complete basics.

#1
07/15/2011 (5:39 pm)
Textures for what exactly, well not exactly but theres an order of difficulty difference from mapping a tiling texture to a wall object and mapping a non tiling texture to a less uniform object such as a box with different printing on the sides and another again to unwrapping and texturing complex models such as organics, heck even unwrapping a wooden manikin once gave me nightmares.

Also, the methods can vary massively depending on what package you use, as well as the availability of tutorials

The greed surrounding 3ds max for example is such that the majority of tutorials for it are moderately expensive, and as such are difficult to find quality tutorials. I do have to add however that having had access to a few of the lynda.com and a few others, that some of the paid ones do explain things very well, from beginner all the way to advanced.

Blender by stark contrast has quite a lot of good and free tutorials. you may have to watch several hours worth of these to get full coverage education, but they are at least out there.

I'm probably rambling now, sorry lol
#2
07/16/2011 (12:23 pm)
I mean UV textures for simpler things. Specifically a (sorta) low-poly motorcycle.
#6
07/18/2011 (10:40 am)
this is one of my favorite tutorial websites,
http://www.3dtotal.com/

here are 2 others, but you have to have a paid subscription
http://www.vtc.com
http://www.digitaltutors.com/11/index.php
#4
07/18/2011 (2:16 pm)
What is it about your models that you feel is 'crappy'? Seams? Blocky? Not Photorealistic enough? If you explain it a little more, maybe -we- can be your tutorial :)
#5
07/19/2011 (8:11 am)
UVWs are just something that practice makes perfect so keep trying.

As for making the actual bitmap textures, here are my tips...
1) Render out an ambient occlusion pass to a bitmap. Then take this bitmap into photoshop, apply as the top most layer as a Multiply layer effect at about 75% strength. This will help add a more realistic set of shading/lighting to the bitmap.
2) Start with flat solid colors first, then add in the extra detail. The reason why you want to do this is so that you can see the entire mesh early on and identify the main areas to see if they look right (just like you do when you model). Color harmony is a very important thing to keep in mind.
3) I really like to use Pattern effects on my layers in Photoshop when adding extra fine detail to my meshes. Things like scratches, dents, fine patterns, wood grain, etc.. It works great and its very quick and easy to apply and erase if you know how to best utilize Photoshop layers.
4) Get a collection of "grunge" maps together. Things like water stains, rust patterns, whatever. Apply those as needed to augment the mesh to give it that final look of wear and tear. Sometimes this is as easy as applying and using Layer Transfer modes, othertimes you will need to use this as a mask to further draw upon. Its all gravy though.
5) Use reference materials. If you havent started to already, create a big folder on your hard drive to store anything that looks interesting of photos that you stumble upon to on the internet. Cars, people, creatures, military vehicles, cool designs, etc.. The more you can base things off of real life the better.

UVWs are just something that practice makes perfect so keep trying.

As for making the actual bitmap textures, here are my tips...
1) Render out an ambient occlusion pass to a bitmap. Then take this bitmap into photoshop, apply as the top most layer as a Multiply layer effect at about 75% strength. This will help add a more realistic set of shading/lighting to the bitmap.
2) Start with flat solid colors first, then add in the extra detail. The reason why you want to do this is so that you can see the entire mesh early on and identify the main areas to see if they look right (just like you do when you model). Color harmony is a very important thing to keep in mind.
3) I really like to use Pattern effects on my layers in Photoshop when adding extra fine detail to my meshes. Things like scratches, dents, fine patterns, wood grain, etc.. It works great and its very quick and easy to apply and erase if you know how to best utilize Photoshop layers.
4) Get a collection of "grunge" maps together. Things like water stains, rust patterns, whatever. Apply those as needed to augment the mesh to give it that final look of wear and tear. Sometimes this is as easy as applying and using Layer Transfer modes, othertimes you will need to use this as a mask to further draw upon. Its all gravy though.
5) Use reference materials. If you havent started to already, create a big folder on your hard drive to store anything that looks interesting of photos that you stumble upon to on the internet. Cars, people, creatures, military vehicles, cool designs, etc.. The more you can base things off of real life the better.

Those are my big tips. There are others that you will personally learn as you make art and find that works best for you. I hope that helps
#3
07/19/2011 (9:56 am)
(duplicate from server merge)
#7
07/23/2011 (4:43 pm)
Thanks guys, you've been very helpful.
#8
08/02/2011 (2:14 pm)
if you dont mind spending a few bucks this one is a fantastic intermediate tutorial, really took my own texturing work flow to new levels....pardon the pun (couldnt help a little photoshop humor) Keep an open mind as the technique though thrown at a vehicle is applicable to any game texturing whether it be hard surface or organic.

http://www.3dmotive.com/product-hard-surface-vehicle-texturing
#9
08/10/2011 (5:31 am)
I dont know if you want just free tutorials or if you are willing to drop a little cash but I have bought 2 dvd's online in the past year and both have helped my texturing immensly. I have purchased from Eat3d.com and CGMasters.com. If I recommended 1 it would be Next-Gen texturing techniques from Eat-3D. The instructor uses 3dMax and Photoshop, I use Gimp and Blender but the techniques and practices can be applied in your workflow with whatever tools you choose.