Author : winged doom


Reply
Reply
 
Thread Tools Display Modes
Notes's Avatar
Old (#26)


Offline , spline, 225 Posts, Join Date Jan 2012, Location California  
   Reply With Quote

Darkleopard's Avatar
Old (#27)
Thanks for the reply! Have never done this before so i'll give it a crack tonight. The shots were just rendered in maya. Im just starting to learn UDK at the moment but i have a basic understanding of the texture stuff in it. This shouldnt be to hard
Offline , polygon, 508 Posts, Join Date Feb 2012, Location Australia  
   Reply With Quote

Notes's Avatar
Old (#28)
NP,it wasn't until my 2nd year of schooling that one of my teachers mentioned combining 2 normal maps...he said "you need a normal map for your scratches and dirt"....I had a dumb look on my face and said, "wtf, how come no teacher told me this until now?"
yeah...try it with and without the 2nd normal map...GL
Offline , spline, 225 Posts, Join Date Jan 2012, Location California  
   Reply With Quote

njc6425's Avatar
Old (#29)
really like the computer unit you should add a glow map for the screen part just for that extra pop
Offline , triangle, 336 Posts, Join Date Feb 2012, Location Melbourne  
   Reply With Quote

Darkleopard's Avatar
Old (#30)
My first tileable brick texture. This was fun



Im having trouble getting good quality renders with maya, even at production quality they just dont look as nice and crisp as in the viewport. They are also appearing more washed out once i upload and post them compared to how they look on my desktop.

Any ideas on how to fix this? I don't know that much about rendering
Offline , polygon, 508 Posts, Join Date Feb 2012, Location Australia  
   Reply With Quote

njc6425's Avatar
Old (#31)
If its for games then rendering doesnt meam much as its what you see in the viewport that matters rendering us fiddily. looks fine to me though how did you go about this one?
Offline , triangle, 336 Posts, Join Date Feb 2012, Location Melbourne  
   Reply With Quote

ivanzu's Avatar
Old (#32)
Nice,you are progressing fast.Why does that brick texture looks so blurry?Try running unsharpen mask filter inside Photoshop.
Offline , triangle, 385 Posts, Join Date Feb 2012, Location Croatia Send a message via Skype™ to ivanzu  
   Reply With Quote

Xelan101's Avatar
Old (#33)
If you really want in idea of how your textures will work in game you'll want to throw them into a real-time renderer or game engine. Most people tend to use UDK as it's free and there's lots of tutorials on getting things into it and looking right. Another option is Marmoset Toolbag which is very intuitive for the most part and easy to use, however after a 30 day trial it's 50 dollars for a license.

Contrary to what njc6425 said it's not about what it looks like in viewport, but rather what it looks like in a real time render.

I definitely think you're improving. Just keep practicing, the more you try the better you'll become and you'll learn tips and trick so you can avoid mistakes the next time around. Keep it up.
Offline , spline, 235 Posts, Join Date Mar 2010, Location Laguna Beach  
   Reply With Quote

Darkleopard's Avatar
Old (#34)
@Njc - I guess i just didnt understand why a screenshot would look fine in photoshop, then look different when uploaded and posted. Doenst make sense to me.

@Ivanzu - Thanks so much! Thats what ive been trying to figure out, its not blurry and washed out on my screen, but it is in this post.

@Xelan101 - Apprecaite the comments, i will throw it in UDK and see if the quality changes. Does USK have a renderer, or can i just take a screenshot of it in UDK?
Offline , polygon, 508 Posts, Join Date Feb 2012, Location Australia  
   Reply With Quote

Xelan101's Avatar
Old (#35)
Apparently the newest version of UDK has finally added a screenshot button, I haven't used it myself as I'm still using an earlier version. I tend to just take a screenshot of the scene with lighting baked and game view on (that way you don't see all the gizmos) using the printscreen command (if you're using a pc it should be CTRL+SHIFT+PRT SC, and then you just copy the image into a photoshop document) The whole point of UDK and other such engines is it displays things as they would be seen in game rather than rendering a single image out.

Also having looked at the brick texture a bit more you may want to cut up those two large bricks in the center of the texture (and maybe one or two of the extra long bricks) as they draw a whole lot of attention to themselves and in turn draw attention to the fact that the texture is tiled.

Tiling textures are a bit of hassle because you want them unique and interesting enough to not be boring, but not so unique and interesting that the player can pick out every detail and see the tiling.

If you plan on doing more tilables (and/or cleaning up this one) I'd head over to Jessica's showcase thread http://www.polycount.com/forum/showthread.php?t=87797 it's basically a collection of tiling texture knowledge, although it's about handpainted stuff most of the rules still apply to photosourced/realistic texture.
Offline , spline, 235 Posts, Join Date Mar 2010, Location Laguna Beach  
   Reply With Quote

WREA's Avatar
Old (#36)
I totally agree with Xelan101, try breaking the big brick because that totally gives it off that your tiling. And also I noticed in the beginning of the thread you showed your specular map, how i usually make my specs is I take my diffuse map and on PhotoShop I add a layer B/W filter to it. Then I apply a level filter to it and I just tweak it until I get a nice black and white image. I try to get rid of much gray as possible. When you add your textures to the model, your spec helps bring out the shininess/reflectivity to it. White makes it shiny/the light is going to bounce off of it and black is going to do the opposite.
Offline , null, 16 Posts, Join Date Feb 2011, Location Chicago, IL  
   Reply With Quote

Darkleopard's Avatar
Old (#37)


THanks for the info. So i put my little unit in UDK and set up a couple lights. I think i may have made the lights to strong but there is such a strong difference between the colours that im at a bit of a loss. It looks so much different in UDk then Maya.

I anticipated there would be differences but as this is my first time putting my own stuff into UDK im not sure how to reduce those differences. I prefer the way it looks in maya, more defined i guess. What am i doing wrong? Is there a lot of modification i have to manually make to the texture in the UDK material editor?

@Xelan - Yeah i noticed those big bricks as well, but it was past midnight and i was exhausted. I will try to fix those up. Ive been watching jess's thread, i guess i will reread a lot of it.

Edit: Oh and what should i been saving my pictures as. Im using Jpeg at the moment, perhaps that is lowering the picture quality. Are there any other recommended file types i should be saving these pictures as?

I feel like such a noob

Last edited by Darkleopard; 04-09-2012 at 06:51 PM..
Offline , polygon, 508 Posts, Join Date Feb 2012, Location Australia  
   Reply With Quote

Darkleopard's Avatar
Old (#38)
@ WREA - Thanks for the info. Im not sure what you mean by adding a B/W filter to it though, can you elaborate?
Offline , polygon, 508 Posts, Join Date Feb 2012, Location Australia  
   Reply With Quote

WREA's Avatar
Old (#39)
On photoshop they have the adjustments that you can apply to your image..B/W - Black and White Adjustments
I highlighted the two adjustments i use.
Offline , null, 16 Posts, Join Date Feb 2011, Location Chicago, IL  
   Reply With Quote

Darkleopard's Avatar
Old (#40)
Thanks very much, i'll have a look at them. My teacher mentioned that its good to have a little colour in spec maps so ive been trying to not make everything just black and white, but i'll check out the results
Offline , polygon, 508 Posts, Join Date Feb 2012, Location Australia  
   Reply With Quote

Xelan101's Avatar
Old (#41)
I would definitely try toning down the light you've got as that might be the issue since things seem blown out. Also It could have something to do with your specular as the areas most effected seem to be the shiniest on your map... Typically when texturing metal you want a very dark diffuse with bright spec which then brings out brighter tones in the diffuse.

To use my own work as an example http://www.polycount.com/forum/showt...t=96117&page=2 look at the final texture sheets for the gun and then look at the gun itself. The final renders are extremely bright when compared to the diffuse on it's own and according to my teacher I really should go even darker with the diffuse to avoid things getting blown out and plastic looking.

As for file format you should be saving your textures out as TGAs (Targas) as those tend to be the images UDK works best with. Although I myself don't know the pros and cons to using TGAs vs JPEGs

And finally some more about the specular you are correct that often a bit of color can be added. It depends on the type of material you're trying to create. Check out this tutorial for some ideas http://www.manufato.com/?p=902

A black and white spec can often work pretty well on it's own without color and should be the first thing you focus on. You want your values correct first (ie brighter for shinier and darker for duller) You generally don't want to go to complete white or complete black (unless you're trying to imply a hole, in which case a black spec and diffuse with a decent normal map can be quite convincing, or where there's an emissive and you don't want extra lighting information messing with it) Anyways the point being hit your values first and then add some light color on top, you generally don't want your spec to be more saturated than your diffuse.

Hopefully these big walls of text are helping >.<
Offline , spline, 235 Posts, Join Date Mar 2010, Location Laguna Beach  
   Reply With Quote

Darkleopard's Avatar
Old (#42)
I very much appreciate the big walls of text actually :P Thank you.

I save my textures out as Targa, i meant my screenshots. When uploaded they seem more washed out and less detail then they appear on my computer before i upload them and im not sure what i can do to fix that.

I'll take a look at that link today, thanks . I find it interesting that he suggests darker diffuse and high spec. Ill have to give that a shot
Offline , polygon, 508 Posts, Join Date Feb 2012, Location Australia  
   Reply With Quote

Darkleopard's Avatar
Old (#43)


So i tried to fix the obvious tiling issues with my stone. Was harder then i thought.
I am pretty happy with how it looks at the moment. Ignore the blurry, its not like that in maya, just when i take pictures. Working on fixing it.

This is a fun process. Onwards to more textures!
Offline , polygon, 508 Posts, Join Date Feb 2012, Location Australia  
   Reply With Quote

Darkleopard's Avatar
Old (#44)
@ Notes - (If you read this thread again). I did try the dirt normals, easy to get working, but it was barely noticeable. Im guessing it may have a better effect on rock and stone or some bigger metal surfaces, but it doesnt really add much to the small surfaces. Thanks for the tips though, i will/have been using this since you mentioned it
Offline , polygon, 508 Posts, Join Date Feb 2012, Location Australia  
   Reply With Quote

Notes's Avatar
Old (#45)
-Hey, give this a read on adjusting tiling in UDK
http://www.chrisalbeluhn.com/UT3_Add...Variation.html
I learned a butt load from doing his tutorials...

-Dark diffuse and high spec will make the scratches, stains, little details stand out nicely when the light hits it...

http://www.nextgenhardsurface.com/in...ageid=racer445

the vid above explains the method...awesome ness

-When you teacher said to add some color to your diffuse; i was told the same thing but it made no sense to me...im not sure if your teacher told you why or how but after side studying it finally made sense....
ok...simple version... two types of materials
1.Dielectric Materials...wood, plastic,cloth, non conductors and
2.Conductors...Metals

In a white light, dielectrics will reflect the color of the light (white) there for, a black and white spec map......
Conductors will still reflect the color of the light but with a tint of color from the material as well.....

this was the penny I did to figure out this theory

notice how the top penny looks "weird" because it's reflecting white...the 2nd one has a diffuse texture that I've used "Levels" in photoshop to brighten and use as a spec map...if you have a real penny handy take a look at it...if you have any questions about the udk set up on the right let me know...its pretty easy to explain....

Hope that helps...I was told to use some colors in my spec map but was never told why or how....GL
Offline , spline, 225 Posts, Join Date Jan 2012, Location California  
   Reply With Quote

Notes's Avatar
Old (#46)
Quote:
Originally Posted by Darkleopard View Post
@ Notes - (If you read this thread again). I did try the dirt normals, easy to get working, but it was barely noticeable. Im guessing it may have a better effect on rock and stone or some bigger metal surfaces, but it doesnt really add much to the small surfaces. Thanks for the tips though, i will/have been using this since you mentioned it
I guess I forgot to tell you that for it to work 'well'...to see the difference, it all depends on how far or close you are to the object...if the normal details are super detailed to where you can see the little grains...it looks awesome but if the model is actually being viewed from a few feet away...won;t even notice it...it has something to do with 'on screen pixel display' or something like that...hard to explain...hope I didn't confuse you more :P~
Offline , spline, 225 Posts, Join Date Jan 2012, Location California  
   Reply With Quote

Darkleopard's Avatar
Old (#47)
Unfortunately we dont have pennies in Australia but i do understand what you mean .
Im going to be trying some stone pillars soon that should be able to incorporate the 2nd normal map much better.

Looking at that penny picture there is a lot i dont really understand (im very new to UDK).

Ive only used the simple texture samples for normal/spec/diffuse before and not played with all the other nodes there are. If you dont mind, id love to know what all those extra nodes are doing.

Thanks very much for the tiling tutorial. I did put my tiling brick texture into UDK and saw that the tiling was again very obvious, so this should help heaps. Im Going to have to bake you cookies for all the help your giving me
Offline , polygon, 508 Posts, Join Date Feb 2012, Location Australia  
   Reply With Quote

XXXTHECHAD's Avatar
Old (#48)
It doesn't look like your overlaying a AO over your Diffuse. Give it a go and your textures may pop a bit more.
Portfolio: http://chadwinstone.prosite.com/
Freelance Modeler
Offline , vertex, 38 Posts, Join Date Mar 2011, Location KELOWNA, BC  
   Reply With Quote

Notes's Avatar
Old (#49)
"When you teacher said to add some color to your diffuse" <----wrong :P
I meant spec instead of diffuse here

As Chad says, generate an AO map and put it above your diffuse layer in photoshop with the blending properties set to multiply. This will kind of fake shadows on top of your diffuse.

np, I got a friend from Australia, you can just send it with her next time she visits besides, I've gottten alot of help as well as resources from Polycount ever since I started posting and I feel that I should contribute back...also regurgitating what i've learned helps me remember, which is why I tutor in school as well.

Just finished reading this...might help
http://www.cgsociety.org/index.php/C...s_of_texturing

Last edited by Notes; 04-11-2012 at 02:04 AM..
Offline , spline, 225 Posts, Join Date Jan 2012, Location California  
   Reply With Quote

Darkleopard's Avatar
Old (#50)
@Chad - I did have a AO over the diffuse but it made the tiling in some spots very obvious so i toned it back some. I am currently experimenting with some rock faces to get AO, normals and diffuse all looking decent together.

@ Notes - Yeah i knew what you meant :P

I gotta say..tiling is a bitch
Offline , polygon, 508 Posts, Join Date Feb 2012, Location Australia  
   Reply With Quote

Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Copyright 1998-2012 A. Risch