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!
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.
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’ve noticed, in the example images, that the cleaning staff, does his
job very well!!!
And I know what I’m talking about!
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?
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.
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.