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#1 |
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Registered User
Join Date: Nov 2003
Location: USA- California
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Serious 3DT Tex CDs question
I recently received an E-mail from 3D total proclaiming that some new texture cds that were released. I’m tickled pink and I can’t wait to buy the whole bundle because every new project I undertake in 3DSM5 means more tax on my brain trying to get materials from the limited library that comes with the program. However, my critically thinking cranium was stunned to see that an animal and human texture CD was released.
I would like to know how that goes down- especially since I saw a screenshot of one texture showing a mouth, lips, and face. How exactly can these be customized to fit any project (like bricks or tiles would by making them dirty or overlaying them with other maps)? What I mean is- to use the “ugly, crusty, cracked lips texture” you’d have to have “ugly, crusty, cracked lips” that would have to be unwrapped to match the texture. That seems a little limiting. Exactly how would one go about using the stuff on that texture CD without doing ungodly amounts of work to get the mesh unwrapped perfectly and without having to conform to limitations brought about by the texture? Not to be a turd, I just noticed it and was wondering. =)Thanks, T
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#2 |
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Yep, a smiley. SO WHAT!?
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The textures are meant to be used as building blocks, in order to have a flexible collection we worked on many generic textures (skin, fur, etc...) and in many detail "decals" (such as lips, bruises, teeth, etc...) which you can add on top of the generic texture. This way what you get is a set of textures that can be used on a wide variety of subjects.
That´s why you won´t find a face texture, complete with lips, wrinkles and all that jazz, instead you have face skins, lips, make-up, eye-brows, bump maps for facial features, etc.. The idea is to use the textures as layers, a first layer of skin, a second with the lips, and so forth. You can use bump maps to add variety to the base skin texture, for example make the skin darker in the cracks and wrinkles. In any case you have to adjust the UVW coordinates, you can´t expect to make a decent job if you don´t do that. The Best workflow would be, IMO: 1) Unwrap the texture coordinates; yes, is tedious, but it pays well in the end. 2) Export the coordinates to a image editing program. 3) Work on the bump map first (a personal preference, it works good for me, but you may have other methods) Use the bump maps provided on the CDs, there are lips, eyes (actually the area around the eyes) forehead wrinkles, even skin bumps (pores and stuff) For example lay one of the tilable skin bumps, over that place the lips, eyes, etc; adjust the levels of the layers if necessary to match the grayscale values, and fade the edges of the top layers so everything merges seamlessly. 4) Start with the colour map, on top of the bump. Same general idea, pick the textures you like and pile them togheter, you can add scars, make-up, tattoos, etc. 5) Use a duplicate of the bump map over the colour map to add shadows and highlights. 6) Finally you may want to add stuff yourself, tint the nose red, or darken the area bellow the eyes, things that give more personality to the character. 7) Well, that´s pretty much it, you have your maps and you can now apply them to your model. I know it may sound like a lot of work, but it´s still much less work than actually painting the textures yourself, and since you have to build the texture you won´t see the Poser Syndrome (you know, a Poser model stands out like a giant mutated green-glowing thumb because all look the same) because you still have the freedom to build the textures as you want them. In any case, you can expect some tutorials showing all the process in detail soon.
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#3 |
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aka 'nosewalker'
Join Date: Sep 2002
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yes what Goig said
![]() Tom |
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#4 |
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is studying.
Join Date: Jul 2003
Location: Pakistan
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wowowo....
i am so excited...man these CDs will be cool....i can't wait to get them....especailly the Vol.5
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#5 |
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Registered User
Join Date: Nov 2003
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Totally, those CDs look like they're the sickness. I'm still a little spooked about that in-depth UVW mapping. I Sort of wish there was a tutorial for it. Like..."UVW mapping a super complex, meat-headed, deformed, space monster, from XORLOK ".
Stuff with arms is really tough! Now to scratch together two hundred dollars...
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#6 |
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mmm..beans.
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mmm..I know! I'm really looking forward to checking out the 5th Texture CD! Haha, never get tired of dirt maps. =]
Thank you very much to the people responsible for making these texture CDs available! ![]() |
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