Texture painting a large model

Hey guys,

I’m working a model of a lake freighter which I modeled it at 1:1 scale as it will be used as a set piece, and now it’s time for texturing and I’m wondering what would be the best way to texture paint the parts at fairly high resolution because the model is meant for a film, especially the areas the have text on them (the name of ship, various labeling, etc.) should be crisp and readable, realism and photorealism is a must since the film is based on a true story.

I know 4K (4096x4096) is the accepted size for “high resolution”, but it still seems so limited, especially considering the length of the ship. After unwrapping, the ship is so long that scaling it to fit within the 4096 boundary still makes text look like crap.

Anyone else do anything like this and what kind of solutions were used?

And yes, I did search through other posts before I finally had to ask.

TIA
fitz

Hi, here’s a few ways about it:

Look into varying your texel density. The aim being to give more texture space (ie pixels) to geometry that’s closer to the camera / that will need it. Storyboards / animatics will inform here.

Consider using curves / text objects / geometry or decals for the letters.

If available procedural materials are another avenue.

The tips above + you could also overlay your “limited” resolution texture with another tiled texture. The nodesetup would look like this:

The upper texture could be a tileable image (here its scaled by factor 10) which fits the possibly painted texture from the lower image node. By overlaying those you add alot of details to your material.
This is a model of approx. 60m x 40m with a 2k texture.

Viewing only a small part reveals the smaller details from the tiled texture.

Hi, you could try using multiple textures and UVmaps for the model. I explained this in detail in this post: