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Learning Texture Creation for Fallout 4


fftfan

I also wonder about ZBrush, I have found 100 video series on it but my understanding is that most mod authors prefer Photoshop  

8 members have voted

  1. 1. ZBrush vs Photoshop

    • ZBrush
      0
    • Photoshop
      1
    • GIMP 2
      3
    • I don't use any of the above, I use a different program for texturing
      1
    • Substance Painter 2
      3
  2. 2. Have you used ZBrush for texture creation related to modding games like Fallout/TES

    • Yes I have created textures entirely in ZBrush
      0
    • Yes but I used a mix of ZBrush & Photoshop
      0
    • Yes but I used a mix of ZBrush & GIMP 2
      0
    • Yes but I used a mix of ZBrush & other texturing program
      0
    • No
      7
    • Yes but I use a mix of ZBrush & Substance Painter 2
      1
    • No, but I have used ZBrush to sculpt models
      0


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In my earlier topic I found out about an awesome tutorial series for 3DS Max, now it feels like modeling is an attainable skill like all I need to do is keep practicing and going through the videos. It's very reassuring to feel as though I have a plan instead of just trying random things without any plan.

 

So now I am wondering about the texturing side of things, does anyone know of similar sort of "A to Z" tutorial series but for texturing and probably for Photoshop as that's the most commonly used texturing program? I think I will probably be more into the modeling side of things but I would like to be able to get a basic skill in texturing also as that will open up the possibilities of what I can make. And once I do get a basic skill level in texturing, I might feel like going further to learn more. Having a plan on the texturing side of things will have me feeling that there's no obstacles and I can study if I want to create better content.

 

I've found a fair bit of info on my own but most center on things irrelevant to modding or more likely when trying to search specifically for those related to modding center on what I'd call "bridge" skills. By bridge skills I mean the info surrounding stuff like taking the models/textures you've created and actually getting them into the game. Things like working with Creation Kit/Nifskope/Outfit Studio/etc, creating a Normal map in Photoshop from a Diffuse texture map you've created or editing existing completed textures to make recolored versions. But that isn't quite what I am looking for, I've already had some experience with that stuff from doing recolors/mesh edits so what I am interested in is actually making the texture itself. My options would dramatically increase if I can create custom textures according to what I need, and I'd like to start contributing.

 

I have found a 100+ video series but it is for ZBrush whereas the vast majority of authors use Photoshop(Many authors do state the tools used in their description). So I am hoping to find a series for Photoshop or else that ZBrush is applicable for the full process of texture.

Edited by fftfan
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I use this.
I guess you could get something like DDO Painter for Photoshop if you really want to stick with Photoshop. You'll find tutorials on that as well.

 

It's not necessarily that I really want to stick with Photoshop. I just want full range ability for texture creation, not be limited to recoloring/only working with existing textures.

 

That is an interesting program. Can you fully complete textures in there? Checking out video now

Edited by fftfan
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Yeah, you start with a blank 3d model, then create entire texture sets with this. It goes hand in hand with Substance Designer, a node-based editor that can create material presets. Still, just using Painter will get you pretty far. It's one of the industry standards as far as asset texturing goes. Fully working 30 day trial on their site.

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Yeah, you start with a blank 3d model, then create entire texture sets with this. It goes hand in hand with Substance Designer, a node-based editor that can create material presets. Still, just using Painter will get you pretty far. It's one of the industry standards as far as asset texturing goes. Fully working 30 day trial on their site.

No UV Map required? Or does it do it automatically?

 

Industry standard sounds pretty good to me. Also pretty cool that the people who make the program themselves have help videos.

 

Sounds like I'd want Substance Designer too. I think material is really important, without doing it well there's no realism and especially in newer game like Fallout 4 it'd look extremely cheesy

Edited by fftfan
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Ah okay. Hope things would still be okay if I change my mind about elements of the model(especially if it would be something like an original concept)

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This might be interesting to you

https://www.youtube.com/watch?v=jCKtmQr4bGU

It works great for showcasing different materials. I've gone back to remodeling, re-unwrapping and back to Painter on the same model dozens of times. Generated materials will always re-apply correctly, and if you've added custom brush strokes, the program will try to automagically recompute them. It works 70% of the time, but one isn't really supposed to change UVs mid texturing haha.

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Mid texturing probably not, but I noticed when I did some quick modeling that I'd think sometimes "hmm maybe this looks better if I do it another way?"

 

Like I made shoulder piece starting with a plane, then thought what if I started with a cylinder? If I am mid texturing then probably I'd just say oh well too bad and carry on anyways with what I've got.

Edited by fftfan
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The easiest way to accomodate concepting like that would be to just apply a basic material to your objects. I think the material is called Physical Material or something in 3ds max. There's a Standard one there also. You can apply that and a diffuse color without UV unwrapping, since it's generated through the shader.

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