View Full Version : 3ds texturing tutorial
keltos01
04-21-08, 09:37 AM
http://www.oman3d.com/tutorials/3ds/texture_stealth/
quite well made !
http://www.oman3d.com/tutorials/3ds/texture_stealth/2.php
(http://www.oman3d.com/tutorials/3ds/unwrap_uvw_mapping/)
keltos01
04-21-08, 04:00 PM
http://www.oman3d.com/tutorials/3ds/unwrap_uvw_mapping/
keltos01
04-22-08, 05:25 AM
following the first tutorial on the page I have assigned 10 ids to my tower and basic colors as to be able to separate them visually :
http://img73.imageshack.us/img73/6476/assignedcopiefa6.jpg (http://imageshack.us)
now the hard part : texturing !
keltos01
04-22-08, 07:19 AM
it took a while but with patience and determination I got to replace all the plain colors by uvmapped textures...
here it is finally : the Jyunsen B coning tower textured:
http://img149.imageshack.us/img149/6866/jyunsenbtowercopieeu6.jpg (http://imageshack.us/)
now the hard one : the hull....
DavyJonesFootlocker
04-22-08, 08:08 AM
I find texturing in Lightwave so much easier that 3DS Max. I use Photoshop, Illustrator also. I'm using 3DS Max to model some u-boats and this may come in handy. I see you used triangulated your mesh. What type of smoothing method did you use- multi or super?
keltos01
04-22-08, 09:18 AM
I'm not all that good with 3ds, I followed the first tutorial to the letter...
http://img237.imageshack.us/img237/7484/jbtubescopieeh3.jpg (http://imageshack.us)
btw how do you merge the tubes of the gato and another mesh ? I need them empty as well of course ! I pasted the tubes to the position where they should be on the JB boat, and now I'm stuck !!!:damn:
DavyJonesFootlocker
04-22-08, 10:54 AM
Try this: Select one of the meshes and under edit geometry use the attach button, click that button and then select the other mesh.
keltos01
04-23-08, 06:17 AM
it worked !
here's my "gutted fish" aka a Jyunsen B mesh with typ 18 bowels ;)
http://img518.imageshack.us/img518/425/guttedfishcopieju4.jpg (http://imageshack.us)
I then edited the mesh to cut out the part where the tubes are located :
http://img177.imageshack.us/img177/4161/cutoutbowcopieay4.jpg (http://imageshack.us)
now the texturing begins.. will do as you say mykhail, that'll give me at least one uv map :-?
keltos01
04-23-08, 06:26 AM
Then it's up to you to do a good mapping layout.
How do you do that Mykhail ???
keltos01
04-23-08, 09:00 AM
is it the "collpase stacks" function ?
http://img186.imageshack.us/img186/4467/jyunsenb33wholerustbuckpf3.jpg
keltos01
04-24-08, 07:37 AM
I can't seem to be able to get this (see below) in game, I don't understand how to export the textures with the .obj, I must be really thick....:oops: :damn:
http://img258.imageshack.us/img258/4989/jyunsenbwholetexturedhv5.jpg (http://imageshack.us)
keltos01
04-28-08, 04:30 AM
I downloaded wings3d 0.99, a cute little program that allows you to draw automatically (good for me !) a map of all the objects, right now I'm doing the coning tower. I made a jap flag for this test, look how it appears in both the map and the 3d view.
With wings3d you can select a place on the 3d model and it selects the part in the map windows : usefull to know which is which:D
http://img149.imageshack.us/img149/6863/texturingcopiemc0.jpg (http://imageshack.us)
the tutorial for wings3d I use :
http://www.davidbrinnen.com/tut_wings_3.html
keltos01
04-28-08, 08:18 AM
I created the map with wings3d, then opened it in photoshop, copied it and pasted it back -> you now have 2 layers, then I went on the top layer, used the magic wand tool which created a mask of the different limits, filled it with red, so now I had a red mask over everything.
piece by piece then, verifying in wings3d which is which, I imported bits of texture, each take up one layer (I have 45...) then saved a copy in bmp, renamed it the same as the original one, and refreshed the file (see tutorial link at bottom) and there it is :
http://img186.imageshack.us/img186/7976/wipcopiezr4.jpg (http://imageshack.us)
tutorial link :
http://www.davidbrinnen.com/tut_wings_3.html
CaptainNemo
04-28-08, 09:37 AM
Awesome!! :up:
DavyJonesFootlocker
04-28-08, 11:12 AM
Some critiques here: I'm looking at your mesh and it looks mighty confusing. Just how on earth do you control your mesh? Why did you use an HDR Modifier for smooting instead of turbo or mesh smooth? I'm modeling a Type XXI hull and decided to use box modeling technique. I applied Mesh Smooth and it turned out ok. Your texture application looks wrong (check the elongated rust on the lower hull part).
keltos01
04-28-08, 01:55 PM
Well sorry about that.. I'm new at texturing...
I used wings3d to create the uv map and save it. that's maybe why. here it is ingame :
file:///C:/DOKUME%7E1/Besitzer/LOKALE%7E1/Temp/moz-screenshot-9.jpghttp://img508.imageshack.us/img508/6232/jyunsenbi10gt3.jpg (http://imageshack.us)
[URL=http://g.imageshack.us/g.php?h=508&i=jyunsenbi10gt3.jpg][IMG]http://img508.imageshack.us/img50
DavyJonesFootlocker
04-28-08, 02:02 PM
I see what you mean.:hmm:
keltos01
04-28-08, 02:56 PM
what program do you use to make the maps ? and how? thanks, k
DavyJonesFootlocker
04-28-08, 03:21 PM
I use Photoshop and Illustrator for the textures. However, I mainly use Lightwave instead of 3DS Max. UV Mapping is not my forte so to speak. I take a screenshot of the front, side and top views in LW. Crop them in Illustrator and in Photoshop apply the textures. Then I incorporate the textures into LW and apply them to mesh. That's the simple explanation on how I do it. Like I said before it's easier in LW than Max. I suppose you can apply the textures via the Materials Editor.
keltos01
04-28-08, 04:24 PM
it was way easier in wings3d than max according to me... more automated :D
keltos01
04-29-08, 06:40 AM
I don't understand how wings3d makes the shapes out of the 3ds file, it looks as though it completely warped the hull (look at the deck plancking f.i.),
wooden deck :
http://img143.imageshack.us/img143/3278/deckwoodcopiecv0.jpg (http://imageshack.us)
metal welded deck
http://img183.imageshack.us/img183/7083/jyunsenbmetalhullcopierz1.jpg (http://imageshack.us)
All the textures used for this sub will be made available in a .rar file, if not tonight, tomorrow.
keltos01
04-29-08, 07:02 AM
I finally opted for a metal deck, less prone to distortions, untill I have time to do better, me or someone lese for that matter!
[url=http://imageshack.us]http://img411.imageshack.us/img411/3430/jyunsenbdeckmetalcopieqg0.jpg
[URL=http://imageshack.us]http://img291.imageshack.us/img291/7871/jyunsenbdeckmetalcopie2jo4.jpg[/
keltos01
04-29-08, 08:55 AM
ok I'll do it, but I first wanna see how it shows up in game, the stuff I did today with wings3d.
then I'll need to separate the rudder, planes and propellers, place them at the right place, change the deck gun, hopefully get a jap aa gun, and move on to make it stand alone ;)
then I'll do another...
keltos01
05-06-08, 02:47 AM
I found another tutorial about apllying textures to an object, and this time the object doesn't look like a cube either, I'm trying it out as we speak, but the feature that I directly liked is to apply a checkerboard on the object before you try out the texture, this way you see if it's well mapped or not. I myself had to add a modifier...
http://www.waylon-art.com/uvw_tutorial/uvwtut_01.html
http://img238.imageshack.us/img238/4905/checkerscopiehn5.jpg (http://imageshack.us)
relationship between the map and the model :
http://img153.imageshack.us/img153/3391/mappingcopienz9.jpg (http://imageshack.us)
still not in game though...
keltos01
05-06-08, 01:25 PM
I don't get it :damn:
the map is done, the textures are based on the map, and still it doesn't work in game..
HELP !!!!!!!
http://img142.imageshack.us/img142/9923/wrongtexturestx8.jpg (http://imageshack.us)
http://img142.imageshack.us/img14
[URL="http://imageshack.us/"][IMG]http://img519.imageshack.us/img519/8287/texturemapjyunsenbbd5.jpg (http://g.imageshack.us/g.php?h=142&i=wrongtexturestx8.jpg)
Good work, I can only give you one tip about mapping, try to minimised wasted space on the texture. make the UV Cluster peices as big as you possibly can, and try to fit them like a jig-saw the smaller the clusters are the more pixelated a less detailed they will be in game.
DeepIron
05-06-08, 02:43 PM
I'm working mostly in Wings3D as well and found this tut: http://www.davidbrinnen.com/tut_wings_3.html to be helpful.
I'm working out the UV/SH connection myself and I'll post something when I get it fully worked out.
keltos01
05-06-08, 03:25 PM
New hull done !
http://www.subsim.com/radioroom/showthread.php?p=857751&posted=1#post857751
Snaptrap
05-06-08, 11:47 PM
I'm using Photoshop CS3 to for the DDS files, but I'm wondering what setting to use when opening them.
keltos01
05-07-08, 02:51 AM
I wouldn't know as this hull only uses tga files, I tried to replace them with dds ones in the model of what you can find in the sen toku .dat (with the imbedded image) but it didn't work -> hull all black
then I erased the new nodes, pasted in (import .dat) the node for the tga files from an original 9xd2 . dat, and to my surprise ! the textures worked in game !!!!
So now I know how textures are made, as well as Occlusion Maps (http://www.subsim.com/radioroom/showthread.php?t=136354 Rodan54 :up: )
and apart from the weird green lines, it looks ok to me. I still have to fix the torpedo tube doors though, and a certain sinking propency... oh ! and the fact that on all the movies/pictures I've seen so far (black n white) the subs appear dark, but hey, in sh4 even if you have a dark sub or a camouflaged one, the game doesn't take it into account ! :doh:
The goal was to have a sub looking like the one in my signature, I removed the crane and the high radio mast (those ships were used as command HQ for some kind of wolfpack) as they would have been stowed away while underwater.
http://img354.imageshack.us/img354/5953/jyunsenbnewhulljk1.jpg
http://www.cuneytozdas.com/software/3dsmax/#Texporter
Texporter plug-in for looking your mesh clusters ... may be ...
Simple tool for the beginning of works ...
Snaptrap
05-07-08, 04:29 AM
I figured it out, but now my problem image placement on the dds map. I have a image I'd like to place on the hull except I'm not sure where to put it so it doesn't get segmented everywhere. The Subs are easy, the U-boats are not.
keltos01
05-07-08, 06:29 AM
in one of the tutorials you see a map of colored squares, load it as your texture, look what number you need in game, edit the texture at the number's location and that should do it.
Snaptrap
05-07-08, 06:55 AM
in one of the tutorials you see a map of colored squares, load it as your texture, look what number you need in game, edit the texture at the number's location and that should do it.
Thanks! Unfortunately I'm an idiot, and I'm not running 3DSM.
Snaptrap
05-19-08, 03:19 PM
I use Photoshop and Illustrator for the textures. However, I mainly use Lightwave instead of 3DS Max. UV Mapping is not my forte so to speak. I take a screenshot of the front, side and top views in LW. Crop them in Illustrator and in Photoshop apply the textures. Then I incorporate the textures into LW and apply them to mesh. That's the simple explanation on how I do it. Like I said before it's easier in LW than Max. I suppose you can apply the textures via the Materials Editor.
You should try Lightwave's 3D plugin for Ps. Applying textures couldn't be more easy.
DavyJonesFootlocker
05-19-08, 03:24 PM
Yep, you're right. I'm planning in getting the newest version of LW. Still using Max to model a german halftrack using plane surfaces and that pesky type XXI u-boat.
Snaptrap
05-19-08, 04:43 PM
Yep, you're right. I'm planning in getting the newest version of LW. Still using Max to model a german halftrack using plane surfaces and that pesky type XXI u-boat.
The plugin isn't final, but I got it and combined with Photoshop CS3 Extended, I was able to texture a sub in just a few minutes. I understand Photoshop quite well, but these archaic 3D modeling programs get on my nerves when doing something as texturing. I'd just like to be able to load a model and slap down a texture without going through a dozen retarded steps to achieve a simple job.
Newtek heard someones cries. Apparently for Autodesk, it fell on deaf ears.
keltos01
05-19-08, 05:46 PM
could you help me texturing the hull of my jyunsen boat? I'm kinda stuck with 3ds, I'can't get it to work, and when it seems to be ok not all the textures are there.. the files are on my filefront page, look at my jyunsen thread as well.. thanks k
Snaptrap
05-19-08, 06:53 PM
could you help me texturing the hull of my jyunsen boat? I'm kinda stuck with 3ds, I'can't get it to work, and when it seems to be ok not all the textures are there.. the files are on my filefront page, look at my jyunsen thread as well.. thanks k
I'm running Photoshop CS3 with the Lightwave Rendition plugin. Right now I won't be able to look at it as I'm heading out to a meeting and then to bed, but after work tomorrow I will.
keltos01
05-20-08, 01:11 AM
thanks, I've uploaded a .rar on my filefront page with the textures I use : textures.rar
Jyunsen_B_modified51.rar contains the latest sub model with only one id group and IJN_Jyunsen_B_beta_5.3_mil.rar was designed for mikhayl to take a look at what's wrong with the sub. I thought we had it done when he told me the texture wasn't there because of multiple id groups (one by part, or 7 total) but the sub lacked pieces in game and the textures weren't applied correctly.
Thanks for helping, k
Snaptrap
05-20-08, 10:29 AM
For the texture, you first need to redo the uv mapping in 3dsmax. The current one will never allow a good level of detail, basically when you draw a straight line on your texture in photoshop or whatever, it should show straight on the model, otherwise it's gonna be a huge pain in the arse to make a good looking detailed texture. You should start by selecting all the model in your unwrap modifier, and apply "flatten mapping", or try "unfold", it can look good sometimes. This way everything is straight. Then select big parts like the left side of the hull, invert it and superpose it on the right side, it will be mirrored but this way you gain space on the texture and you can upscale the hull parts to have to possibility for more details. Look at the stock subs for good uv-mapping example, you should try to achieve the same kind of end-result. Keep in mind that you also need so space on the texture for the propeller, rudders, doors etc.
I'm not sure if people are aware of Photoshop CS3 Extended's capabilities and the awesome plugin from Newtek. It eliminates the middle man such as 3DS Max. The more these technologies advance, the less people have to rely on tedious programs for simple applications such as texurizing a model. I'm surprised that this wasn't done long ago. There's nothing easier than importing a model, opening a texture, and applying using the same freedom you would have on a canvas. The texture already conforms to the model as I move it around so I can see exactly where it's going to set. Who needs tutorials for this? LOL!
Snaptrap
05-20-08, 03:11 PM
I'm not sure to understand well, does this plugin allow you to uv-map your model or you just see in real time where the rivet you just painted will show on the model ?
You import the model. Then you can paint on it in real time. The program looks at the model as a canvas shaped into something. When you add a texture, it can be moved around the model just like on a canvas and when you do move it, it conforms to the shape of the model. For instance if I place a texture on the left side of the hull and pull the texture down, it will wrap under the model and over to the right. It's like taking a bed sheet and dragging it over your bed.
Snaptrap
05-20-08, 05:09 PM
I'm still not sure to get it, basically, you draw a spot on your texture space and it appears on the bow. If you want to have that spot on the stern, can you do it without moving the spot from its position on the texture space ? If not, that means you still need 3dsmax (or the like) first to define the uv-map.
It's direct editing. The same as you would do when painting a model. Rotate, spray, brush, or whatever. Same goes for textures. When you apply designs, it's just copy and paste. The plugin does all the tedious 3DMax work. Could be why it's so expensive. I'll post samples later.
Similar effects can be achieved through another program called ZBrush though I have yet to fully understand the method of how it's done.
Snaptrap
05-20-08, 05:33 PM
I just learned that the plugin will unfold the UV texture for editing as well. The map can then be applied directly within Photoshop and then exported if you prefer that method.
Snaptrap
05-20-08, 06:23 PM
I suppose it's this : http://www.newtek.com/rendition/
From what I see, it doesn't do uv-maps. You can draw on the model yes, but if the mapping of the model is crappy it doesn't look like you can do anything about it in photoshop, it would be cool if it's possible though.
edit : ah ok that's what I was interested in, very nice then, but well the mapping itself is probably best left to 3dsmax I suppose since you have extensive tools for it.
edit2 : actually that's great if you don't have/want 3d programs, if you can remap a model to retexture it the way you want (like "unmirroring" areas etc) it opens endless possibilities for texturing without the hassle of going through 3dsmax. Then you need an updated .dat file with all the compatibility issues between mods, but that's cool. Now if they could make the same plugin but FREE, to install on my FREE gimp :rotfl:
If you're going to use any 3D program for UV texture editing, then Maya is better than 3DS Max. The tools make it easier to instead of having to screw around with extra steps. It has a UV texture editor built in that allows you to export maps into Photoshop. Not sure why people use 3DSM for this anyway?? I used Maya a long time ago and from what I see, not much has changed. I completely forgot about the program.
Either way, with so many programs out there, the options are vast for how you want to do the job.
Snaptrap
05-20-08, 06:35 PM
thanks, I've uploaded a .rar on my filefront page with the textures I use : textures.rar
Jyunsen_B_modified51.rar contains the latest sub model with only one id group and IJN_Jyunsen_B_beta_5.3_mil.rar was designed for mikhayl to take a look at what's wrong with the sub. I thought we had it done when he told me the texture wasn't there because of multiple id groups (one by part, or 7 total) but the sub lacked pieces in game and the textures weren't applied correctly.
Thanks for helping, k
I'm going to be trapped doing job work at home for a while. You should give Maya a try cause it's much easier to understand and to learn for this particular task. Check out this tutorial. Simple.
http://www.jawa9000.com/Technical/UVs/UVs.htm
keltos01
05-21-08, 02:42 AM
I had maya, but then I switched to 3ds thinking it could do a better job...
about the newtek plugin : why isn't there a trial version, I don't have 100 bucks to spend on a maybe useful plugin now.... so it's back to 3ds...
Snaptrap
05-21-08, 05:58 AM
I had maya, but then I switched to 3ds thinking it could do a better job...
about the newtek plugin : why isn't there a trial version, I don't have 100 bucks to spend on a maybe useful plugin now.... so it's back to 3ds...
They just finished running a beta test on the plugin but I imagine soon it will be available for trial. Then again, it's a plugin and I'm not sure how they can make that a trial. An advertising company I work with has the plug and I just "borrowed" it.
The unfortunate thing about Maya, then again I can probably say this about all Autodesk programs, is that the documentation is outdated from the version you're using. For instance some of the menu tabs that were in previous versions are gone but in the documentation, they're asking you to look for them when performing steps to doing something in the current release.
keltos01
07-31-10, 04:19 AM
bump
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