Hi guys.
Well as I wanted a change between some frustrating mapping problems (which I overcame
![Wink ;)](http://fhpubforum.warumdarum.de/Smileys/classic/wink.gif)
) 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
![Tongue :P](http://fhpubforum.warumdarum.de/Smileys/classic/tongue.gif)
), 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
![](http://img708.imageshack.us/img708/1217/firsthouse.jpg)
![](http://img12.imageshack.us/img12/5955/firsthouse4.jpg)
Innercorner
![](http://img163.imageshack.us/img163/3338/firsthouse2.jpg)
![](http://img816.imageshack.us/img816/350/firsthouse3.jpg)
Omg it looks crap.
![Lips sealed :-X](http://fhpubforum.warumdarum.de/Smileys/classic/lipsrsealed.gif)
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:
![](http://img199.imageshack.us/img199/1290/renderuvs.jpg)
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.