Author Topic: A Simple Texturing Tutorial (Warning to dialup users!) Updated with more goodies  (Read 67841 times)

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Re: A Simple Texturing Tutorial (Warning to dialup users!)
I've installed Texporter and try out exporting an object using your settings but it seems that something is going wrong, the UV export looks mess, I think something is not well set or something else...

Here are what I got and my object in perspective :





If someone understand and could help me .... thanks in advance ! Bye.
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 
Re: A Simple Texturing Tutorial (Warning to dialup users!)
Before you do any texturing you must UV map the model.  Karajama has a tutorial for that.  :)
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 
Re: A Simple Texturing Tutorial (Warning to dialup users!)
Thank you for your quick reply,  i find his faq but did not find any tutorial $ about uvmapping from him  (this forum, google or faq) :/



 
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 
Re: A Simple Texturing Tutorial (Warning to dialup users!)
Another texturing update (also so I don't forget myself how to do these)

1.For this I'm using this as an example, note the name of this layer is called "Background".


2.I've added a simple panel to this:


Random Panel Noise
3.I then create a new layer, set it to Normal 42%.
4.I then select the interior of the panel and use this photoshop script (i've also linked it with F12 key)
 <Generate Panel Noise>
Code: [Select]
Set Foreground Color - black
Set Background Color - white
Clouds
Add Noise - Gaussian, 4%, monochromatic

5. If the panel looks too similar to an adjacent panel, simply reapply it.
6.Repeat #4 for each additional panel.  You can select multiple panels at a time, perferrably not having them touch each other.

Rivets
7. Next comes the buttons aka rivets.  Create a new layer, leave it normal at 100%.  Set the Blending options to:
  • Drop Shadow
    • Blend mode: multiple Color: RGB: (117, 70, 15) [A brownish color]
    • Opacity: 90%
    • Angle: This depends on which was the panel is facing, the brown shadow should probably face down or back
    • Uncheck Use Global Light
    • Distance: 4px
    • Spread: 6%
    • Size: 9px
  • Bevel and Emboos
    • Style: Pillow Emboss
    • Technique: Soft
    • Depth: 91%
    • Direction: Down
    • Size: 3px
    • Soften: 2px
    • Angle: 178 deg, check Use Global Light, 28 deg

8. Apply the rivets where you wish them to be.


9. If you have panels sections going in opposite directions (due to uving) you can, if you wish, create a second layer where the drop shadow is pointing in the right direction. (If your a perfectionist)

White Splots
10. Create another new layer, leave at normal 100%.  I'm not sure which group this brush belongs to, but the name is "Starburst large" size 49.  Here's what it looks like:


11. Set the foreground color to white and throw several of these starbursts around the panel in a random fashion.

12.  Next I run the follow script twice.
<Generate Panel Splots>
Code: [Select]
Add Noise - Gaussian, 47.7%, monochromatic
Crystalize - cell size: 10
Gaussian Blur - rad: 1.5px


Brown Splots.
13. Switch to "Rolled Rag - Terry 120 pixels"  I believe this one is under Faux Finish Brushes. (it's squarish in nature unlike similar ones which are round)
14.  Create a new layer, using Linear Dodge, 33%
15. Set the foreground color to 80, 59, 24 (a brownish color)
16.  Randomly apply the texture


17.  Run the following script:
<Brown Splots>
Code: [Select]
Watercolor -  Effect: Watercolor, brush detail:9 shadow density:1 texture :1
Sponge - Effect: sponge, brush size:2, definition: 12, smoothness: 5
Rough Pastels - Effect: rough pastels, stroke length: 25, stroke detail:9, texture type: canvas, scaling: 94, relief: 19, light direction:bottom, without invert texture
Colored Pencil - effect: colored pencil, pencil width: 20, stroke pressure: 5, paper brightness: 0
Reticulation - effect: reticulation, density: 12, foreground level: 40, background level:5



Black splots
18. Create a new layer, normal @ 13%
19. set foreground to black
20. Using the same brush, make more random marks like in #16



Line coloring
21. Reselect your panel lines and run the following script:
<Create white, black lines>
Code: [Select]
Duplicate current layer - Name : "White lines"
Set Layer Style of current layer - Drop Shadow: Color dodge,  Color: pure white, opacity: 87%, distance: 5px, spread:0%, size: 5px
Duplicate Current Layer - name : "black lines"
Set Layer Style of current layer - Drop Shadow: Mulitple, Color: black,  opacity: 87%, distance: 5px, spread:0%, size: 5px [Note angle should be opposite of "white lines"


General Large Noise
22. Select the entire area working on (easiest way is to ctrl+click on panel noise layer from #4 in Layers panel).
23.  Apply this script:
<Panel Noise>
Code: [Select]
Select layer "Background"  (this is why that layer name was important)
Copy
Paste
Charcoal - Effect: Charcoal, charcoal thickness:1, detail:5, light/dark balance: 50
Set layer to "Vivid Light" @ 31%
Invert

24.  If it comes out too bright or too dark, try inverting it again
25.  This only seems to work great on larger area though.


Colored streaks
26.  Select any color (darker red seems to work good)
27. Create a new group
28. Choose a faux type brush of your interest and smear some of it across the panel


29. Choose motion blur and blur it out until it's barely noticeable

That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Colonol Dekker

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Re: A Simple Texturing Tutorial (Warning to dialup users!) Updated with more goodies
This is all very usefull. I'm sure a lot of us have resorted to using wally (telefragged.com) for some rivet stuff. But this knowledge will allow more flexibility
:) ta Scoob!
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GO GO DEKKER RANGERSSSS!!!!!!!!!!!!!!!!!
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Re: A Simple Texturing Tutorial (Warning to dialup users!) Updated with more goo
Any chance of a shine map tutorial?? I was searching the net for shine map / specular map but couldn't find a damn thing.

 

Offline Water

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Re: A Simple Texturing Tutorial (Warning to dialup users!) Updated with more goo
Any chance of a shine map tutorial?? I was searching the net for shine map / specular map but couldn't find a damn thing.
http://www.iddevnet.com/quake4/ArtReference_SpecularMaps

 
Re: A Simple Texturing Tutorial (Warning to dialup users!) Updated with more goo
Any chance of a shine map tutorial?? I was searching the net for shine map / specular map but couldn't find a damn thing.
http://www.iddevnet.com/quake4/ArtReference_SpecularMaps

I like...

although I just collapse all layers->add new layer->flood fill black and then make it transparent. 
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 
Re: A Simple Texturing Tutorial (Warning to dialup users!) Updated with more goo
Any chance of a shine map tutorial?? I was searching the net for shine map / specular map but couldn't find a damn thing.
http://www.iddevnet.com/quake4/ArtReference_SpecularMaps

     Sweet that works too.

 

Offline pecenipicek

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Re: A Simple Texturing Tutorial (Warning to dialup users!) Updated with more goodies
what about normal maps?
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

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Re: A Simple Texturing Tutorial (Warning to dialup users!) Updated with more goodies
what about normal maps?

Personally
1. Discard any unbumpable surfaces (aka labels, grim, text....etc)
2. Remove any fake bumping like bevelled bolts.
3. If the texture detail is very dark, adjust the brightness/contrast
4. Merge all detail layers, but not the base layers
5. Desaturate the detail layers
6. If the base texture is detailed in itself (like capital ship textures):
     a. copy and add layer paste a premade bump map underneath everything
     b. Remove the original base texture.
7. If the base texture is plain
    a. Add a new blank layer
    b. flood fill it with grey (128,128,128)
8. Save (preferably with -bump)
9. Use one of the normal creator programs to convert it.
10 Save as DXT-5nm
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 
Re: A Simple Texturing Tutorial (Warning to dialup users!) Updated with more goodies
Question regarding Glass panels, Am I supposed to make a texture for it and UV map it in Lithunwrap for it to show up clear in PCS2? All other 3D programs it shows up clear:
i.e. Deep Exploration, TS 7.6, Rhino 4, Maya 6.5, but when I get it into a cob for PCS it shows up a dark grey opaque mesh? I was wondering if it had to be a closed Mesh polygon to work or if it can be a simple mesh plane.?

Also, I noticed in Lithunwrap it lists -Z (negative Z axis) as front,
and my modeling program (Rhino) says -Y (negative y axis) is the front.
When I brought my model into PCS2 all new points (gun, thrusters, glow, etc..)
were always showing the direction ray pointing 90 degrees to the left of the pilots view? That would be +X?
Which axis is front in a POF for PCS2?

I just want to work things out so my preferences in my default modeling template is meters and always showing the proper axis as the front.

 
Re: A Simple Texturing Tutorial (Warning to dialup users!) Updated with more goodies
Now I try to save the Heirarchy with the model showing up right in TS and the SaveAs and Object from the Save menus is greyed out?  :hopping: TS is an adventure in futility at times.....

 

Offline Colonol Dekker

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Re: A Simple Texturing Tutorial (Warning to dialup users!) Updated with more goodies
Can you highlight any "normal map creation programs" mister Doo?
Your friendly Orestes tactical controller
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Offline pecenipicek

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Re: A Simple Texturing Tutorial (Warning to dialup users!) Updated with more goodies
the object must be selected KewlToyz...

dekker, xnormal and crazybump come to mind as do the nvidia texture tools and the photoshop plugin
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 
Re: A Simple Texturing Tutorial (Warning to dialup users!) Updated with more goodies
Thanks Pecenipicek :D
What is really driving me nuts is getting TS to read the textures when saving to cob.
I open the in Deep Exploration, all textures, transparency shows up.
I open the cob in PCS2 and it is a dark grey blob   :wtf:
I put in the Autogen Thrusters (EngGlow01-01, ect..) like the tutorial says, no thrusters.... :wtf:
I'm drawing a blank,
but it seems TS wipes out all transparency data for the canopy when it saves the cob file or anything is changed in hierarchy?
And TS decides it isn't going to use any textures when making the cob.

[attachment deleted by ninja]

 

Offline pecenipicek

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Re: A Simple Texturing Tutorial (Warning to dialup users!) Updated with more goodies
all textures need to be .bmp's
at least for the step in truespace. as for the canopy, i have no idea how that works, i'm guessing its just an unwrapped model, not connected to the ship with the base texture being basically solid colored with a transparent alpha channel.

IMPORTANT, when exporting from TS 7.6, save object as truespace 6.6 or lower cob. PCS2 doesnt read the UV data correctly from the 7.6 cob. If you forgot how to do it, i showed a very... step by steppish guide in my thread which is stickyed.


also, your EngGlow0x-0x are wrong.

they should be like EngGlow01-0x. also... why the triple ****ing hell do you have so many subobjects?


in any case, if you wish for it just to be transferred to pof, you can send the model to me, my e-mail adress is in my profile.
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 

Offline Colonol Dekker

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Re: A Simple Texturing Tutorial (Warning to dialup users!) Updated with more goodies
The nvidia plugins with the dds file systems for photoshop?

i'll have a look through, also gonna get that xnormal thing........

*colonol dekker is having another never sleeps day today :rolleyes:*
Your friendly Orestes tactical controller
GO GO DEKKER RANGERSSSS!!!!!!!!!!!!!!!!!
President of the Scooby Doo Model Appreciation Society
The only good Zod is a dead Zod
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Offline pecenipicek

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Re: A Simple Texturing Tutorial (Warning to dialup users!) Updated with more goodies
yes dekker, yes :p XD
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 

Offline Colonol Dekker

  • HLP is my mistress
  • 213
  • Aken Tigh Dekker
    • My old squad sub-domain
Re: A Simple Texturing Tutorial (Warning to dialup users!) Updated with more goodies
Yeesh Xnormal is 70+ meg, i'll try crazy bump instead.
Your friendly Orestes tactical controller
GO GO DEKKER RANGERSSSS!!!!!!!!!!!!!!!!!
President of the Scooby Doo Model Appreciation Society
The only good Zod is a dead Zod
NEWGROUNDS COMEDY GOLD, UPDATED DAILY
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