You can directly use textures you have to sort of "clone" or project them onto the model as you are painting.Īnother thing you should learn about which can help. Last thing, learning about Blender's procedural textures helps too.Ĭombining the above things, it isn't too difficult to create texture brushes for use in Blender's texture paint mode.
#Wings 3d uv mapping guide how to#
Learning how to use photoshop filters also works great. Also, learning how to modify those textures to a certain extent helps. The trick is to find some nice textures on CGTextures. Can you draw/paint images like those in the first place? If you'd tell us what modeling package you are using we could probably direct you to more specific videos on how to do stuff.Īlso, if you want to paint textures like those in the images you posted, you'll have to have the artistic skill to do so. So if you don't know how to unwrap your models, then start with videos on UV unwrapping for your modeling program. You can get away with a messier unwrap when painting directly onto your model since it will tend to paint over seams nicely, but you should still be cautious of your seams. The most important part is getting a good UV unwrap though, as without a clean unwrap you'll make your life much harder when trying to manually paint stuff. Then just paint away, use clone brush from other textures, etc. That will bring some more of the detail in and give you some more guidance on where features lie. Stick the ambient occlusion in a layer on top of that and set it to multiply with a fairly low blend value.
So red might be pants, yellow - shirt, etc.
You're only using the color map to identify where the different parts of the model are mapped to. Bake out ambient occlusion to a texture and save that out as well. Use your packages painting tools to paint a very basic color map (or use vertex colors or material and bake those to texture) and save it out as an image. Unwrap your model in your modeling package.
Some good youtube search terms: ZBrush texturing, mudbox texturing, zbrush spotlight, blender projection painting. Some use procedural systems like Substance Designer. Projection painting can be done in many of those as well (google " projection painting" if you're interested in that method). For painting onto the model, ZBrush and Mudbox are popular options. There's lots of different ways people make them. A search for "Photoshop create 3d texture map" should get you plenty of video tutorials. Most people I've seen who use Photoshop for texturing do a quick base color pass on the model and bake that out as a texture to use as a guide, as well as bake out an ambient occlusion texture to use as part of the texturing process.Īnyways, I think if you google for the correct terms you might find better information than you were getting. Most 3D modeling packages allow you to paint directly on the model if you prefer doing it that way instead of in Photoshop. What you posted above are texture maps, not UV maps. Once you have the UV map guide in Photoshop, it's really just painting after that to create your texture maps. The exact method of exporting will depend on the modeling package you are using. You can export a visual representation of the UV map from your 3D modeling program to use as a guide in Photoshop if texturing that way. The UV map is just data in the model that tells the renderer what 2D coordinate on the texture map to use for each vertex/face on the model. It might help to make sure you're using the correct terminology. I know and understand that it takes a lot of time to probably make some stuff, but are there any tutorials for this? I haven't seen many helpful ones on Google and checked a bit on Youtube. Can anybody please shed some light? Because everything so far in my learning process is going totally well, except for this little obstacle. And how do you go about making them? It seems SO CONFUSING to me how you make stuff like that with a 2d texture and picture making program adding the little details and just even making the general basic shape. One thing that I don't understand at all is how to "map", UV Maps.
There are just some things that I find hard for me to wrap my head around. But something that I have lacked this whole entire time was one thing. Now I am making amazing progress so far, I am learning all of the components of making a game all for myself (modeling, animating, scripting, audio, terrain, etc.) all by myself and am making substantial progress.