Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Flipside on December 08, 2006, 02:10:37 pm

Title: Flipsides' phat texturing Tutorial Part 1
Post by: Flipside on December 08, 2006, 02:10:37 pm
Ok, I'm slowly working my way through a Heavy Assault Cruiser and decided to type up a Tutorial as I went along, the first part takes you through some of the basics of using Photoshop to texture your model, including bump-mapping for possible normal maps or texture baking. The techniques listed here are at a pretty basic level, but are designed to be built on as you work.

http://www.aqsx85.dsl.pipex.com/Tutorial_Part1.doc

Hope it's useful :)
Title: Re: Flipsides' phat texturing Tutorial Part 1
Post by: Turey on December 08, 2006, 04:28:21 pm
yay  :yes:
Title: Re: Flipsides' phat texturing Tutorial Part 1
Post by: Cobra on December 08, 2006, 04:42:47 pm
Yarrr, can you make a .pdf or something? I don't have Microsoft Word or Works, and I can't remember what the OpenOffice link is. Wordpad can't "convert" the pictures. =/
Title: Re: Flipsides' phat texturing Tutorial Part 1
Post by: Flipside on December 08, 2006, 04:56:07 pm
http://download.openoffice.org/1.1.5/index.html

There's the OpenOffice link.

I'll try to get a PDF up in the next day or so though :)
Title: Re: Flipsides' phat texturing Tutorial Part 1
Post by: Scooby_Doo on December 08, 2006, 05:36:47 pm
Ahhh I see you use one PSD for everything diffuse/bump.  I usually do them in seperate psd files, mainly cause i've got 5 or 6 seperate groups just for the diffuse texture.
Title: Re: Flipsides' phat texturing Tutorial Part 1
Post by: Flipside on December 08, 2006, 05:52:35 pm
Usually at the beginning stage I'll stick to just one but divide it up into layer groups. I tend to try to one overall texture because it helps co-ordinate the colour/bump maps :) I quote like the way you have colour only 'sub-panels' on your models though, I might look at something similar for this one. You wouldn't believe how frustrating it was to keep flattening and saving the layers to do a quick render in Lightwave ;)

The main thing the texture lacks at the moment is 'character' since that's a final stage of the texture-making process, I'll be referring people to your grime-making tutorial to help them with that :)
Title: Re: Flipsides' phat texturing Tutorial Part 1
Post by: Scooby_Doo on December 08, 2006, 05:59:49 pm
Lightwave doesn't support PSD (with layers)?  :shaking:

Title: Re: Flipsides' phat texturing Tutorial Part 1
Post by: Taristin on December 08, 2006, 06:05:32 pm
Interesting. To think I hand-draw all of the "effects" in my maps.....
Title: Re: Flipsides' phat texturing Tutorial Part 1
Post by: Cobra on December 08, 2006, 06:06:21 pm
Interesting. To think I hand-draw all of the "effects" in my maps.....

:eek2: That must be a real ***** to do.
Title: Re: Flipsides' phat texturing Tutorial Part 1
Post by: Flipside on December 08, 2006, 06:10:10 pm
Lightwave doesn't support PSD (with layers)?  :shaking:



Actually it does :nervous:. Forgot about that...

Quote
Interesting. To think I hand-draw all of the "effects" in my maps.....

I used to do the same thing, but with the new features of the Engine and the fact I do texture baking now rather than pre-make the 3d-effects, my style has changed significantly over the years.
Title: Re: Flipsides' phat texturing Tutorial Part 1
Post by: Scooby_Doo on December 08, 2006, 07:00:27 pm
Ahhh your baking your bump map right into the diffuse map  :)
Title: Re: Flipsides' phat texturing Tutorial Part 1
Post by: Flipside on December 09, 2006, 10:52:16 am
Ahhh your baking your bump map right into the diffuse map  :)

Yup, I do my texture baking in Lightwave which works a little different to 3DS Max as far as baking is concerned I think. It does, however have the advantage (I think) of being able to burn to a different texture map, which means I can take multiple-mapped models and then burn all of those maps onto a single seperate map applied to the entire mesh.

Visually, I actually think the quality of the 3DS Max texture burning is slightly better, but I'm comfortable with the Lightwave interface :)
Title: Re: Flipsides' phat texturing Tutorial Part 1
Post by: DaBrain on December 09, 2006, 12:29:27 pm
Very nice tutorial.

The help lines... man... that's a great idea.

I did use help lines too, but not to this extent. This is a useful trick. :)


Interesting. To think I hand-draw all of the "effects" in my maps.....

I do whatever looks best. Sometimes a little bit mixing of both looks best.

It's interesting how hand-drawn stuff looks sometimes more 'correct' than the baked stuff. For SoL, it's pretty much hand-drawing all the time. To achieve a less realistic and more 'stylish' look. ;)
Title: Re: Flipsides' phat texturing Tutorial Part 1
Post by: Scooby_Doo on December 09, 2006, 04:56:44 pm
Ahhh your baking your bump map right into the diffuse map  :)

Yup, I do my texture baking in Lightwave which works a little different to 3DS Max as far as baking is concerned I think. It does, however have the advantage (I think) of being able to burn to a different texture map, which means I can take multiple-mapped models and then burn all of those maps onto a single seperate map applied to the entire mesh.

Visually, I actually think the quality of the 3DS Max texture burning is slightly better, but I'm comfortable with the Lightwave interface :)

Oh you mean bake several textures into one? Max does that, although I definetely don't recommend it, it modifies the UVmap terribly.
Title: Re: Flipsides' phat texturing Tutorial Part 1
Post by: Flipside on December 09, 2006, 07:26:24 pm
http://www.aqsx85.dsl.pipex.com/Tutorial_Part1.pdf

PDF Format Document for those who don't have access to .doc files :)