Has anyone used multiple texures combined together to create
Moderators: GSH, VSMIT, Red Devil, Commando
Has anyone used multiple texures combined together to create
a custom model skin? My modeler supports combining up to 6 different texture layers in to a single procmap much the same way that paint programs can create a composite layered image. I'm using a planar map to output the outline of my models and opening them in my paint program. Then I create multiple copies of that and paint each layer individually. If anyone has any model painting tips that they use I would appreciate some other posters comments on the the topic. Thanks. PS: I use TGA and PNG outline renders viewed from the top view of the model.
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Re: Has anyone used multiple texures combined together to cr
I haven't, but knowing the people here, I bet someone's tried it...
Re: Has anyone used multiple texures combined together to cr
Any decent modder has probably already used Photoshop or another image editing tool that supports layers. That effectively gives multiple independent textures, baked into one output texture as needed.
-- GSH
-- GSH
Re: Has anyone used multiple texures combined together to cr
I have done so with about 15 textures for some units and then told them to bake to a simpler UV on a single texture. Then I augmented it some more in Photoshop since the effect was not what I wanted entirely.
There is not much point in doing that when not working on render only models. I only did it so defeat issues with certain seems and angles because I was using as much real-estate on the texture as possible, thus making it diagonal in some spots at strange angles.
Again, useless unless you are planning to texture bake or only render.
There is not much point in doing that when not working on render only models. I only did it so defeat issues with certain seems and angles because I was using as much real-estate on the texture as possible, thus making it diagonal in some spots at strange angles.
Again, useless unless you are planning to texture bake or only render.
Re: Has anyone used multiple textures combined together to c
When you export a UV map do you use planar mapping? I have trouble wrapping my head around other mapping types. Cubic mapping is fairly easy for me, but I guess I still don't quite grasp how to separate model parts to get a single UV map painted. I know how to break vertices's in to smaller parts, but when I try to make them fit right on the actual model they never seem to Aline well enough by default. I always find it necessary to rescale the UV map on my created maps in my modelers UV editor. 1024x1024 maps seem more then adequate for higher resolution model skins. GIMP, is my primary paint program as it's fairly easy to comprehend and also I use it to create my model icons and wire frames too.Nielk1 wrote:I have done so with about 15 textures for some units and then told them to bake to a simpler UV on a single texture. Then I augmented it some more in Photoshop since the effect was not what I wanted entirely.
There is not much point in doing that when not working on render only models. I only did it so defeat issues with certain seems and angles because I was using as much real-estate on the texture as possible, thus making it diagonal in some spots at strange angles.
Again, useless unless you are planning to texture bake or only render.
Perhaps my biggest hurdle is to create highly detailed model skins with an artistic flair. What paint tools are the best one's to use in general? I like the spray tool to blend colors, but it's hard to keep things neat especially along edges and UV parts that overlap with other parts. I wish someone would post a tutorial on how to paint a decent model skin using more generic terms then for a specific paint program, but I know how it is goes as far generic tutorials.
Could someone post a few of their favorite paint type tools? Thanks.
Re: Has anyone used multiple texures combined together to cr
I use whatever type fits. Normally I select a few faces, not all of them, and then apply a primitive map like cube or plane. Then I open the full UV editor and tweak it, then I move it waaaaaaaay off to the side. I repeat this with all parts until I have them all shaped well. Then I select them all and do the UV editor again and position all of these shapes on the texture best I can, changing rotation and scale.
As such it becomes more of an issue of a puzzle then getting an already made texture to fit.
In the case of the ISDF pilot, thanks to the beta assets, I can say that they had the model UV mapped to one texture, and then they used a bake to texture with a different UVmap to fit what was a very large front and back texture onto a little tiny 256x256 square.
This means you can do a UV as I describe, save the UVW file off, then do a UV for another texture that is far different in arrangement, then choose to render to texture and load the saved UVW as the target UVMap. Walla, a bunch of images, or a large one, possibly even something drawn over a scan of a sketch, is not fitting on a nice DX friendly square.
As such it becomes more of an issue of a puzzle then getting an already made texture to fit.
In the case of the ISDF pilot, thanks to the beta assets, I can say that they had the model UV mapped to one texture, and then they used a bake to texture with a different UVmap to fit what was a very large front and back texture onto a little tiny 256x256 square.
This means you can do a UV as I describe, save the UVW file off, then do a UV for another texture that is far different in arrangement, then choose to render to texture and load the saved UVW as the target UVMap. Walla, a bunch of images, or a large one, possibly even something drawn over a scan of a sketch, is not fitting on a nice DX friendly square.
Re: Has anyone used multiple texures combined together to cr
Why would you want to? Vid cards, including on board, have so much dedicated memory now that the texture buffer can hold much, MUCH more than the 4mb VRAM of the late 90s and early 2000s. Pull from 10 1024x1024 maps for one model if you wish.
Re: Has anyone used multiple texures combined together to cr
I see...different mapping types can be used at the same time on the same model. I can also select separate faces and apply specific mapping types to the faces. In TS the selected parts appear in the map editor and are highlighted on the model itself. Then I'm able to move, rotate and rescale stuff in the map editor window. It's a bit odd seeing different parts spaced out all over the place, but I know they need to separated adequately for painting purposes. OK thanks. I'll try some of these tips and see if I can create some better maps.
Re: Has anyone used multiple texures combined together to cr
Zax, that is memory, not time. All passes are 1 texture per pass. The hit is to time not space.Zax wrote:Why would you want to? Vid cards, including on board, have so much dedicated memory now that the texture buffer can hold much, MUCH more than the 4mb VRAM of the late 90s and early 2000s. Pull from 10 1024x1024 maps for one model if you wish.
Re: Has anyone used multiple texures combined together to cr
Changing textures requires a DirectX state change. Not a free operation. It's better to have one 2048x2048 texture and use that well than a dozen 256x256 textures.
-- GSH
-- GSH