I just wanted to know how everyone does textures and bumpmaps and what the simplist way to do them is.
Currently I am using Wings3D as my moddler, so I was looking for a solution that would work with a Wings3D output. Preferably free. I also have Photoshop elements for graphical work.
On a related topic, is using bumpmaps better than having a ‘super-poly’ model?
Hi, I use Photoshop to create all my textures. For bump maps I usaualy convert the texture to a grey scale to see the lighter and darker areas more easily. Then I adjust the levels or paint in lighter and darker areas of the texture with the highlighter brush (lighter = raised) (darker = lower areas like cracks). For tiling textures I use Zbrush, but you can use Photoshop. A good tutorial here http://unify.bluegillweb.com/.
Games never use super high poly models because they take to much to render. Creating a low poly model with a good bump map or normal map can make your model look high poly and is much more game friendly. Sorry if thats not the answer you were looking for. I’m a noob and I thought you were a noob too.
How do you get a good template into photoshop in order to make the texture/bumpmap? I have found the UV Unwrapping functions in Wings to be very hard to use. Is there another program that can be used to unwrap?
UV mapping in any program is nontrivial. It takes a lot of time for any geometry beyond simple primitive shapes.
I’ve never used Wings 3D, but the two UV mapping tools I use the most are Planar and Cylindrical projections. In both cases, make sure the projection settings use “retain aspect ratio”, that’s best for avoiding texture distortions. Then it’s a matter of manually organizing all the maps into a single 0-1 UV space and exporting the map into your image editor. From there Garen’s techniques for painting bumpmaps works well.
They don’t need to be in the 0-1 UV space, unity support UVs out side of the 0-1 UV space. Every incrument of 1 in UV space (like 1-2 say) will act exactly like the 0-1 UV space. This alows you to spread out your uvs more and keep things a bit neater if you have multipul faces that use the same part of the texture map. Jeff
Cool, I always just overlap parts that share the same texture portion. Good to know, thanks man. Does this mean the the texture file has to use “repeat” instead of “clamp” in Unity? I’m assuming yes.
Does the UV Map have to be attached to the model file (saved in a special format that includes both model and texture) or can I make them in seperate programs then just apply it as a texture in Unity?
Also what is the best tool for Unwrapping/Creating UV’s?
The UV coordinates are embedded within the mesh. The texture is a separate file that needs to be assigned to the object in Wings (and later in Unity).
I have no idea what Wings uses for UV mapping. There is no tool that magically unwraps all geometry scenarios perfectly. Maya has an automapping feature that I usually try and avoid unless the geometry is simple enough that I can go in and sew certain parts back together. It’s going to take some experimentation in Wings. I’d try selecting faces on your mesh that all face the same direction and doing some planar projections. If you’re very new to UV mapping try texturing some very simple objects. For instance try making a texture map for a barrel. Use cylindrical mapping for the body of the barrel and planar projections in the Y for the caps. Export these out and create some textures for them in Photoshop. Experiment with how to remove the seam that the cylindrical mapping will present on the body of the barrel.
Learning UV mapping is the next brain twister after learning how to model in 3D. It takes yet another way of thinking about how 2d images are laid out and seamlessly integrated onto your 3D geometry.
uving… oy! if i can quote antennatree and socksy a good uv texture is worth somewhere around 17.635 billion polys! (inside joke)
a neccessary evil though. at least for now. i’ve been playing with lightwave lately and it’s uving, let’s just say… aaarrggg! anyway i haven’t used it but i hear the newest blender has a pretty decent uv scheme. if you don’t mind working on a pc you might check out lithunwrap. it’s pretty simplistic but it does the job - and there’s a free version of it out there. google… sorry! i’m too lazy to find you a link… no matter what you use though, uving is simply a joy!
gimp is pretty darn close being as powerful as the full version of photoshop but it’s massively windowed gui is kind of wierd and clunky (but free like wings, blender and lith). pretty stable on a pc. i think there’s a version that will run on a mac under x11. might be native nowadays? gimp.org i believe.
I personally love how Blender handles UVing. Sure you have to figure out how to get it to cut correctly, but the learning curve isn’t that steep, of course what do I know, it’s the only one I use(it is free after all). And for actually making the texture yes the Gimp is grand but I would also recommend Seashore. It is based off the Gimp code so it can work with gimp for features it is missing, it also supports tablets better
I have found blender to have real nice UV mapping tools. Seams and LSCM unwrap. One time, I almost had fun UVmapping… (No, seriously.) … better than lightwave, at least.
yeah i’ve used blender a lot and it really is a nice high end package. just haven’t used the latest version (where the new uving came in i think). got the lightwave+vue deal and haven’t needed another modeler. took a little while to understand lw but now i really like it. modeling is super fast and i like it’s ik plus i can get a fbx out. uving in it royally bites hiney though!
No other program gives me precision camera controls like Blender.
That and having basically every command like 2 or 3 key presses away. It is a bitch to learn, but once I actually learn what all I can do, it will be grand.
I use Modo for Modelling / Unwrapping and ZBrush for texture work. The Unwrap tools in Modo are a true dream…I spend my time defining uv splits and relaxing verts, almost zero time pushing / pulling uv verts.
Once you get used to the ZBrush workflow for creating normal maps, it’s VERY easy.