Post by sagittariusmoon on Feb 9, 2017 23:36:35 GMT 1
Wear headphones if the volume is too low for you to hear. Recording was a bit quiet.
Very brief intro into texturing with a 3d view inside of 3ds max's Vieport canvas program. Excellent for getting rid of seam lines and texture breaks, so the textures flow together from mesh cut to cut. (where the uvw map breaks from one part to the other.)
You can do detailed work inside of max also, with a tablet or transfer your worked on _d texture file to gimp etc and do the work there.
Remember to make tifs with any paint program by opening up your desired texture and resaving it out as a .tif (Tif is the format for textures you want to paint with)
Even windows paint program can do this for you, as well as gimp, etc.
Final Picture below is to detail things I had no time to record, due to bad internet.
Save your texture when you are done painting by right clicking with the mouse. It will open up a save options window. Below in the pic you will noticed that I have highlighted in orange the save feature you should use. Saving this way, keeps your layer work in tact and separate. Should you have to go in and change or correct something on a layer, this save option allows you to do this, when reopening the texture at a later time. This preserves the layers when you open the _d. dds inside of gimp as well. Just very useful for making your normal maps and doing adjustments and details. The green boxes highlight where you can make layer adjustments as you paint inside of Viewport canvas. Similar to what you can do in gimp. Just click them open and take a look when and if you decide to paint on a 3D model in real time.
Keep in mind that painting over the seam line by a very small amount will help diminish the seams showing up in game. (paint in the same texture or color to do this) Use the 2D format to accomplish this task. Hope this helps.
Very brief intro into texturing with a 3d view inside of 3ds max's Vieport canvas program. Excellent for getting rid of seam lines and texture breaks, so the textures flow together from mesh cut to cut. (where the uvw map breaks from one part to the other.)
You can do detailed work inside of max also, with a tablet or transfer your worked on _d texture file to gimp etc and do the work there.
Remember to make tifs with any paint program by opening up your desired texture and resaving it out as a .tif (Tif is the format for textures you want to paint with)
Even windows paint program can do this for you, as well as gimp, etc.
Final Picture below is to detail things I had no time to record, due to bad internet.
Save your texture when you are done painting by right clicking with the mouse. It will open up a save options window. Below in the pic you will noticed that I have highlighted in orange the save feature you should use. Saving this way, keeps your layer work in tact and separate. Should you have to go in and change or correct something on a layer, this save option allows you to do this, when reopening the texture at a later time. This preserves the layers when you open the _d. dds inside of gimp as well. Just very useful for making your normal maps and doing adjustments and details. The green boxes highlight where you can make layer adjustments as you paint inside of Viewport canvas. Similar to what you can do in gimp. Just click them open and take a look when and if you decide to paint on a 3D model in real time.
Keep in mind that painting over the seam line by a very small amount will help diminish the seams showing up in game. (paint in the same texture or color to do this) Use the 2D format to accomplish this task. Hope this helps.