How are good looking textures created?

I’m not talking about just plain textures like a picture of some metal or whatever. I mean like an entire character in a big time video game.

Do professionals do it all by hand? I’ve seen videos of people texturing faces and doing it from a picture of their reference model. Is a lot of it done from blending photos together? I mean, I guess it’s probably some of both right? :confused:

I’m fairly new to the CGI world. I’ve gotten down some modelling skills but I’ve never been able to texture anything with a good result. I was just wondering.

Like is there a video or something someone can point me to that shows someone texturing a character. I mean professional/really good looking stuff. I’ve seen lots of videos demonstrating HOW to do it, but it’s not like they are really doing something professional. Just, for example, lining up a picture of some wood on a model of a piece of wood. It’s all just little tutorials and that’s great and all. I just want to know how the professionals do it. :slight_smile:

If you are really interested:
http://www.thegnomonworkshop.com/store/product/425/Character-Texturing-for-Production
http://www.thegnomonworkshop.com/store/product/155/Character-Texturing-for-Production
http://www.thegnomonworkshop.com/store/product/427/Hard-Surface-Texture-Painting
http://www.thegnomonworkshop.com/store/product/209/Creature-Texturing-and-Rendering-for-Production

yeah, $80 a pop. i won’t be able to afford that until AFTER i’m a successful texture artist. haha. it’s like you have to take out a loan to even learn it. did you buy them? are they really worth it?

You can probably glean enough information from other (free…) sources to infer how they are doing it.

The main “eureka!” moment is this: textures. As in, “plural.”

If you look at absolutely anything in the real world, and do so critically, you will notice that the interplay of light upon a surface is governed by multiple characteristics of that surface. Each of these can be described, individually, by a Blender material and/or texture. These are then combined, using nodes.

(In the “bad, old early days,” you had to use a “stack” to approximate this. Nodes now give you arbitrary flexibility.)

There are many ways to do it. One way is to build material-nodes and do one render. Another way (you can do both…) is to use compositing.

The bottom line, though, is that “you don’t have to do it ‘all at once,’ and you probably don’t want to.”

sundial is correct. good looking textures have many layers. see in the materials window, there is a number of buttons under ‘map to’? one is for ‘nor’ ( bump mapping ) one is for ‘spec’ ( specularity ) one is for ‘col’ ( diffuse color ), etc. Except for the color channle, you’ll want to use grayscale textures to determine some values for some of the other textures. say you were doing a guy with some oiliness around his nose area…you’d start painting a new UV texture for him, in black and white, and around his nose, you’d make it more light, and where you didn’t want shininess, you make it dark. that would be your spec map. for bump mapping, say he has a raised scar. you paint another grayscale texture, and you paint in the raised bit in white, and any deep wrinkles, you paint in with black. then you load that as a texture, and back in materials, you click off ‘col’ for that channel, and click on ‘nor’. you may heve to click twice on ‘nor’ depending. ( by default black is raised, and white is dpression ). anyway, that’s how that works. good luck.

Take a look at some of the tuts/ articles at CG arena.

All of the above, and lots practice!