• Using photoshop to texture a uvw map?
    5 replies, posted
Hi I am pretty new to modelling but I have been making steady progress in 3Ds max so far. I have started texturing a quick test model I have been working on but am struggling to get photoshop to manipulate my textures (ripped from half life 2 gcf). My main problem is tiling I am using the pattern overlay to tile the texture but it wont adjust its aspect ratio to the layer etc and I don't think its the best option. [img]http://dl.dropbox.com/u/3715122/track_uv_blank.png[/img] That is my UVW map so far but the tiling on the bottom left isn't quite right and I can't go below 25% scale or it begins to look blurry as hell (I guess something to do with how pattern overlay is scaled) Anyone got any tips for texturing in photoshop, I am not really after specific answers just what you guys do to texture your UVW maps. Thanks a bunch!
Well, you have a LOT of wasted space. You should move the UVs around and scale until there is as little black space as possible. Since you have 2 major shells, I would move everything off the UV, scale the 2 shells until they take up as much room as possible, then try to fit the smaller shells into the remaining space. Another tip is to stitch as many shells together as possible. This will help in making your final texture as seamless as possible and also minimizing wasted space.
[QUOTE=theholygod;21149421]Well, you have a LOT of wasted space. You should move the UVs around and scale until there is as little black space as possible. Since you have 2 major shells, I would move everything off the UV, scale the 2 shells until they take up as much room as possible, then try to fit the smaller shells into the remaining space. Another tip is to stitch as many shells together as possible. This will help in making your final texture as seamless as possible and also minimizing wasted space.[/QUOTE] Hmm I managed to get the two faces a lot higher res. Thanks. Currently I am just letting 3ds max flatten the image for me then moving the resultant shells around I guess this isn't a good idea? I'm still having trouble getting a decent tiled texture in photoshop as well. What I am currently doing is: Getting the Half Life 2 texture into a 1024 by 1024 window. Copying and pasting the texture to tile, repeat until I have a good tile scale. Copying and pasting that temporary image into my main UV map. This allows me control the aspect ratio etc of the texture for each face but is really time consuming, does photoshop have a built in tile texture feature? Or am I taking the wrong approach to this.
Hmm... sorry for the bump but I had another go at the UV map and got this render: [img]http://dl.dropbox.com/u/3715122/track_render1.png[/img] Not bad for a first model :)
That looks pretty decent conman. I have exactly 0 experience with Max so I would suggest you read up some UV tutorials. As for texturing, cgtextures.com is the best website I have ever found on the subject. Tons of free textures and a bunch of invaluable tutorials.
[QUOTE=conman420;21160679]Hmm... sorry for the bump but I had another go at the UV map and got this render: [img]http://dl.dropbox.com/u/3715122/track_render1.png[/img] Not bad for a first model :)[/QUOTE] You could do models like that directly in hammer and convert them to props with propper (with this i mean its too simple)
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