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I now know why Texturing is a full time job - spaceship help pls
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I now know why Texturing is a full time job - spaceship help pls // Roundtable
Post by davidjohnson // May 16, 2008, 5:25am
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davidjohnson
Total Posts: 169
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I am really frustrated with my lack of experience in texturing a space ship. I remember when I first took a 3D animation class with basic primitive that I though texturing was easy - how wrong I was. I cannot seem to get my texture s right - if I do, they look good from far away, but up close they look terrible. Something I am also trying to avoid is the repeating pattern even with a seamless texture. So the question is - how do you know how big to make a texture to use so that the repeating isn't necessary? How does one go about texturing a spaceship that is all one piece and not separate parts? |
Post by TomG // May 16, 2008, 5:57am
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TomG
Total Posts: 3397
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For a non-repeating texture, the size depends on how close you will view the object and how large you will be rendering that close up. This will give you how many pixels you need in your texture image, to avoid it looking pixellated and unpleasant in close up.
For instant, let's say you will zoom in to one wing (about 1/4 the surface of the ship) and be rendering to 1024x768 image size. For no pixellation, this 1/4 of your texture image will need to be 1024x768, so that it renders smoothly at the planned resolution. If your wing is about 1/4 of the total ship, that would give you a good image size of 4096x3072.
If you are only going to get as close as the whole ship, at the same render, then your texture need only be 1024x768. If you are getting closer in your zoom in, or if you are rendering to a larger final image, then your texture will need to be larger.
You might get off with a smaller size, but then you might get a fuzzy look in the close ups, or a pixellated stair-step look.
Repeating textures can be made to seem not to repeat, often by layering two or more repeating textures (where each one repeats at different "frequencies").
You can also have a repeating texture, and then add a low quality texture across the whole image to randomize it a bit, this might just be for dirt, dark patches etc (so high resolution wouldn't be necessary, you could then save on using such large image sizes).
To apply a single texture in this way (or even apply a repeating texture), you need to research UV mapping, which is a complex and tricky subject. Some forum searching will uncover many threads on this, and some net searching will uncover many tutorials. It is tricky and will make your head hurt :) But it's a "need to know"
HTH!
Tom |
Post by JimB // May 16, 2008, 5:58am
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JimB
Total Posts: 341
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Hi David,
Start out large make your UV map 1024x1024 or even 2048x2048,if you have repetition you are obviously using tiles for your textures. Try unwrapping your model and exporting the UV map to Photoshop ,Gimp or any other image manipulation program this will make it easier to texture and/or paint.
How does one go about texturing a spaceship that is all one piece and not separate parts?
You have to unwrap it try applying a box unwrap just to get yourself familiar with the process before getting into the finer points.
If you would like some help with your model send me a PM.
Jim
Hah I posted after Tom |
Post by Jack Edwards // May 16, 2008, 8:00am
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Jack Edwards
Total Posts: 4062
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Another useful trick if you're targeting a video game environment where texture size is important, is to overlap the UVs in places to mirror the texture repeat. That can cause a more natural looking repeat than a tiled texture. |
Post by JimB // May 16, 2008, 8:56am
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JimB
Total Posts: 341
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Here is the way I mapped a Jeep,the textured model can be downloaded here:-http://forum.thegamecreators.com/?m=forum_view&t=114497&b=3 |
Post by Jack Edwards // May 16, 2008, 9:21am
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Jack Edwards
Total Posts: 4062
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Beautiful work Jim! And a great UV example too. :D |
Post by JimB // May 16, 2008, 9:25am
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JimB
Total Posts: 341
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Thanks Jack the jeep is getting a little long in the tooth but I thought it a reasonable example :)
The image is reduced the actual UV with the model is 1024x1024 and is a lot clearer.
I'm currently psyching up to UV the Gunslinger http://forums.caligari.com/gamespace/showthread.php?p=20826#post20826 |
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