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Easier way to create texture maps


CrazyAce

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Nobody here creates their own texture maps? I started with an idea of applying an unwrap UVW modifier to the mesh and flatten the mapping, then saving the UVW coordinates of the mesh from 3ds max (for later use), use texporter to save and export a toony looking color texture map that uses the flatten uv coordinates, open Photoshop and paint over that tony looking texture map.

 

It is a pain in the ass and takes way to long sometimes and even some of the times I get confused as to what I'm painting and if that wasn't enough the painting looks like crap when reapplied to the mesh.…

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Heres the quickest way

 

In max, poly by poly (or element by element) color your model using basic Max material balls, just click the diffuse grey box and pick your color.

 

Once you have each of your main parts with basic colors, select your model, go to Rendering... Render to Texture.

DO NOT enable a Projection cage.. leave that off..

 

use existing unwrap!

 

Click ADD, then pick Diffuse map

 

Set size to atleast 1024 or even 2048 if you like working at double size.

Click ok/render

 

It will generate a basic non-shaded flat color map for you that will snap perfectly onto your model once you are done.

 

 

Take that color map and throw it in photoshop. This will be your base for your textures.

 

Go back into max and in the UV editor window, click Render UVW template. That will save a wireframe image for you, set pixel size to match your texture you rendered out (1024 or 2048)

 

Then in photoshop open that and overlay it on your colormap with a 'Lighten' layer blend mode. This will show the white wireframe over your colors beneath without covering anything important. That will be your texture template so you can see what is where.

 

 

Next steps are to layer on various textures to give it surface qualities. www.cgtextures.com has a great free library of huge textures of all kinds.

 

Take some of those and overlay them on your base color maps using different Layer blend modes. Experiment and see what kinds of looks you can get using blend modes. Its easy and nondestructive meaning you can change it at will

 

 

 

Remember to work in double size in your PSD file so you preserve better quality in the final image. When you finally go to save out your finished texture, save it out no bigger than 1024x1024. Thats about as big as anyone needs for armor textures or anything really. (F3 textures are 1024 for clothing and larger weapons)

 

That should get you started.

 

Forget texporter you dont need that crap :)

 

Btw the program called Maxon Bodypaint3d is freaking essential for fixing seams and projecting on cool details like vents, numbers, screws/bolts, seams, facial details, hair, skin, fabrics, metals, anything. (it will allow you to paint directly on your 3d model so you dont have to deal with flat textures :) (you just have to unwrap your model first of course.)

 

 

PS. ANother REALLY essential cool step, try to generate an Ambient Occlusion map. Do this by assigning a pure white material to your object in max, with self illumination set to 25%.

In your scene place a Skylight, click it and turn on shadows.

In your Render Scene options box, click the 'Advanced Lighting Tab'

pick 'Light Tracer'

Click ok and close the window

Click your object and then again, go to Rendering, Render to Texture. make sure Projection is OFF. Make sure unwrap is set to 'use existing unwrap' (NOT AUTOMATIC unwrap)

In the box below you should see your old diffuse map, click it then hit the delete button right below it.

Click ADD, pick 'Lightmap'

Pick your target resolution (should always use the same res as your other textures so 1024 or 2048 if wokring at double size)

Click Render/ok

 

This will generate a shadowmap for you that you take into photoshop and overlay on top of your texture.

Use the 'Multiply' layer blending mode for best results.

If its too dark, play with the Opacity percentage number in the top right hand corner of the layers tab to control how see-thru that layer is (if its too dark)

 

 

PPS. The easier way to do all of the above is to get a little program called Faogen (Rusted Dreams Fake Ambient Occlusion Generator) Google search it, free download.

Open that program

In max, export your object as an .OBJ filetype

Open your OBJ in Faogen

Hit the Play button (it will generate an Ambient occlusion map in about 4 seconds or less.)

Observe the results, if you want better resolution, click your object in faogen and on the right side set the desired AO map resolution (default should be 512x512)

 

Once you are done generating a nice AO map, click the [2d] button in the top left to see your resulting texture it made for you

ZOom right in and hit CTRL SHIFT Printscreen to get a windows screenshot of it (you can only save out the resulting AO maps if you register your copy and pay money for it, pfft)

 

In photoshop, go to your texture and hit CTRL V (paste). Then just crop the AO map out of the backround and delete the rest, then use that and scale it to fit your texture.

Then set that to a 'Multiply' blend mode.

Its really alot easier than max, quicker too.

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Hey Skree thanx for the follow up, I read through this walkthrough and I must say the way you presented it is rather easy. The only problem I have now is making the textures look good, but that has more to do with personal tastes. Thank you for this insightful article.
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