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Texturing Tutorial?


j4y1981

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Wasnt sure where to post this but just wondered if theres a tutorial for making weapons look more worn/used? I tried google and youtube but came up with nothing :(.

 

Any help woul;d be greatly appreciated.

 

:)

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we talking metal or clothing?

 

it's much the same process.

 

1. open GIMP

2. open image

3. create new layer

4. make a scratchy/moldy texture inside a small box.

5. right click and under web click "make seamless"

6. copy

7. select area you want to apply texture to

8. use fill tool to input the texture at something between 20-40% opacity

9. delete layer made in step 3

10. congratulations! you just made a fallout 3 texture. Accolades to you, sir, accolades to you.

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Try searching more broadly and not Fallout modding specific - there's a ton of tutorials out there on how to make all sorts of textures, it's just a matter of using the correct keywords or searching for something that might not directly be related to what you want to make.

 

For instance, if you want to make weathered weapon textures, instead of searching for tutorials on that subject specifically, search on how to make weathered wood weathered metal, rust etc. and apply the knowledge from those texture tutorials when making your own texture. A tutorial on making the surface of a metal flagpole look rusty would do nicely as a base for making rusted barrels for instance, so just get creative with those searches and you'll probably have more success finding what you need. :thumbsup:

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Ben Mathis, artist from www.poopinmymouth.com has a ton of great tutorials:

 

These dont pertain particularly to 'adding aged/weathered effects' but it explains alot of tips/tricks and easy things you can do to make killer-er textures:

 

Texture theory: http://www.poopinmymouth.com/tutorial/tex_theory.htm

Texture theory2: http://www.poopinmymouth.com/process/false...se_geometry.htm

Dirty up that texture: http://www.poopinmymouth.com/process/tips/dirt.jpg

creating basic worn metal: http://www.simmerspaintshop.com/forums/pho...re-effects.html

 

more advanced tutorials:

making worn metal textures: http://www.3d-palace.com/forum/written-tut...orn-metals.html

 

 

my opinion:

all Color/Diffuse map textures have some basic layers that shouldbe present in order to convey believability:

(in no particular order)

 

Values ("Baked-In" to simulate default lighting conditions):

  • Ambient Occlusion (surface proximity shadows)
  • General Hilights (big regional areas of brightness) *****May have been automatically done by the AO
  • General Shadows (big regional areas of shadow) *****May have been automatically done by the AO
  • Specific Hilights (very fine lines, spots and other tiny detailed areas of shine + reflected light <-- DONT OVER DO IT!) *****May have been automatically done by the AO
  • Specific Shadows (very fine lines/seams, spots/indentations and other tiny detailed areas of darkness/shadow) *****May have been automatically done by the AO

Color:

  • Desaturated areas (if model has chipped-paint, the areas under the paint may also be desaturated (ie. metal finish under the paint etc)
  • Oversaturated areas (places on your model where people dont touch, walk or rub against, these places will have slightly more saturated color. (contact abrasion fades paint)

Details:

  • Scratches (lighter value detail)
  • Paint Chips (areas of no-paint may be Desaturated (as mentioned above)
  • Grime/Scum (buildup of darker values near where the object will touch the ground)
  • Dirt/Oil/Stains (general smears,splatters or other layers of dirt, oil or generic gunk applied generously across a texture, achieves a decent 'base amount' of weathering)
  • Grunge (buildup in the cracks, areas of the model that dont get touched, ie. mud caked in the treads of a shoe, dust in the corners of a shelf)
  • Dents/Surface Variations (simulates uneven surfaces, making things look more worn out. Easily achieved by overlaying difference clouds very lightly on an Overlay blend mode)

 

note that the above are pretty detailed, and not all listed items will be applicable to all kinds of textures, for example, if you are texturing fabric, it wont have paint chips etc :)

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Thanx guys will have a look around. While im at it though is it possible to add parts from one mesh to another in Nifscope (eg scope from gun a to gun b)?
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Thanx guys will have a look around. While im at it though is it possible to add parts from one mesh to another in Nifscope (eg scope from gun a to gun b)?

 

Yep, it's entirely possible but unless you've adjusted the parts in question in a 3d editor such that they match, it's likely the parts won't fit very well together. Additionally, to take this approach the scope has to be just a model of the scope - as far as I know you can't cut parts of models away in NifSkope, so you'll need to do that in a proper 3d editor.

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the only bad thing about taking parts from one gun and putting them on the next gun, is when you draw the weapon in game, it will load both textures from both guns, making it twice as slow graphically. Two gun textures isnt bad, but once you get lots of pieces from all kinds of meshes the texture counts ramp up quick. Try not to take pieces from more than 2-3 guns... 2 is still pushing it. Ideally you would take the part of the texture you like and stick it in the texture of the gun you are adding it to, try to find some blank space along the sides or in an unused area... (not easy). But worth the investment
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