Hi guys.
Well as I wanted a change between some frustrating mapping problems (which I overcame
) I started to fool around with Max and Photoshop. It's the first time I did something like this and I picked up Toddel's nice little house as a starting point. Well... the first one is not really a beauty and I'm aware of it. Nonetheless it's my first attempt to walk through the whole process of the creation of a static object. In the meanwhile I have some questions which could be the key for the next improvements.
Please don't laugh when you look at the images ( actually I did
), I know it's very work in progress and I have to learn very much. My aim was to do a very simple object, learn how it works and move then slightly but steadily up to some more difficult tasks. Most of my next learning steps I like to invest in texturing as it seems to me very crucial to make a real pice of art.
Overview
Innercorner
Omg it looks crap.
The roof has no lighting and does not appear so far... but that's ok for the moment. What I'm more worried about are the greenish edges. I guess the come from the port from 3ds Max to Photoshop.
I made my UVW Unrwap image, saved it, marked all black areas with the "magic wand tool", inverted the image and deleted the surface to get startet.
My UVW Map:
As you see there is an overlapping part. I have no clue how this was generated as there is no real overlapping. I read in a few tutorials it doesn't matter as long as you don't see any effects back in 3dsMax. Well, when I firstly flattend all objects with Max there was no overlapping - it was only the result of an attachement to other parts (in my case the top of the outside stairs). At the beginning my polycount was nicely around 80-90 somewhat, but as I wanted to remove as many overlapping parts it jumped to 150.
So my bundled questions:
- Question: What are you doing with overlapping parts if they don't generate visible problems? Do simply let them be?
- What raster size do you export from Max to Photoshop? I used 1024x1024 so far.
- What texture size do you import usually? I placed so far images on the layers which had around 2-5mb each and scaled them down. With flipping around I managed to hide some ugly edges. But the many details are lost with the downscale. Can you recommend me something how you are doing this for static objects?
I thought about making nice textures with the following approach: make a uvw map for only a material group how I found it in a few tutorials. Applying nice detailed texture with photoshop and port it back. This seems feasible for my little house but how do you do this for large objects (like a 5 floor building)?
- Is there a way to get rid of the little greenish lines easily?
Sorry to ask that many questions, but I found so many different workflows in a dozen of tutorials. I hope to adapt to some gained experience and learn a real efficient workflow - that's a thing which can only be learned with some guidance.