Great texturing tutorial

Was going to post this in another thread but i though it was so good it deserved a new one.

http://forums.cgsociety.org/showthread.php?t=373024

Its a fantastic texturing tutorial for hard surfaces, covers everything in great detail. Its meant for hi res renders but almost everything is equally applicable to texturing for games, especially now that we can record an ambient occlusion pass thanks to the render baking feature.

thanks!! That has to be one of the best weathered surfaces tut’s I have seen in a long time!! Teaches you the method which equals real learning!! as opposed to following some arb set of instructions… vert nice tut!

Yeah, that’s some NICE texturing. GE doesn’t know the difference between cruddy textures and beautiful ones, so the more realistic, the better!

Thanks, blenderage!

~~Stu_Flowers

WOW, nice find!!!
Very good quality tut aswell
Thanx

really good, im tempted to give it a try, ive already modelled a safety to give it this look, later i post here what i came up with, thanks for the find, i was looking for something similar for ages.

wow, thats an awesome tutorial

thanks a lot for posting it here!

I find this tutorial very useful. I appreciate the fact that you shared this with us, and I encourage you to continue sharing worthwhile links like this.

I agree with blendezo, Nice job of finding this. I am smarter now.

This is a very thorough tutorial, I enjoyed it a lot. Thanks for sharing this blenderage, it’s definitely going in my bookmarks = )

WOW! Amazing Tutorial. Exactly what i was looking for. Thanks for that Link. :yes:

I’ve noticed, in the example images, that the cleaning staff, does his
job very well!!!
And I know what I’m talking about! :slight_smile:
Is this a kind of 3D Rococo?!

Been trying to understand texturing for a long time, but never got the hang of it. but actually understood the first part of this! Not quite sure how to add bump and spec map yet, so i’ll guess maybe i’ll be going to be using the next few days/weeks to actually learn to texture… would be great for my game to add some good(better at least) textures. Btw, i’m in a bit of a hurry, but i’ll check in to see if anyone answer this one: Does bge support bump and spec uv mapping? or do we have to wait for ogre or even later releases for that?

-thondal-

Does bge support bump and spec uv mapping? or do we have to wait for ogre or even later releases for that?

Im not totally sure as i havent tested it, but I think BGE supports spec map with the “use blender materials” option and the spec button checked.

Normal mapping is certainly availble via GLSL shaders which is what you would use as a bump map. I actually found the tutorial from looking another thread for a program that generates normal and height maps from photos. Ill post it here if i find it again, forgot to bookmark it.

Im wondering if/when the ogre intergration arrives normal mapping will be as simple as checking the nor box in blender? Lets hope.

This is a very nice tutorial!! thnx for putting this thing in…cheers…

i gave it a try this is what i came up with, used gimp to texturing and internal with no raytrace to render, only 20 seconds at hd resolution:
http://i26.photobucket.com/albums/c132/greboide/cofre.png

Nice, greboide!! I would only say that the scratches seem a bit too pronounced, but other than that, good job!

~~Stu_Flowers

did you try that out in the game engine, what does it look like in the GE?

thanks Stu_Flowers i was trying to make it evident, but ive learned some subtleties that can help next time i give this a try.
It doesnt look so good in the game engine cause ive used some procedurals on the numbers and the wheel, but if you want to see it yourself here is the blend file:
http://www.savefile.com/files/482590

Quick critique: You may want to make the scratches less random. When you place the wear, try do do it where it’ll come into contact with a lot of other surfaces. For example, you might want to add a lot of paint chipped along the edges of your geometry, rather than in the middle of your faces.

dim you are right i was observing how the stephen made his textures and it indeed needs to be more well placed than mine, but i was more on learning the technique and how to blend everything together than on making it look perfect, the next time i try this technique i will try to get a better overall look and pay attention to such details, anyway thanks for your crit it really is something to look into.