I’m Hooked on Game Texturing,
Is there a complete step by step turorial for texturing a low polygonal video game model that is made up of triangles? As some people know, triangles are manditory in order to get those nice rounded organic formations when dealing with lower resolution models. I’d like to do a complete step by step tutorial for all those people who are interested in video game modeling in order to support ZBrush here in Seattle if not anywhere else.
When it comes to 3D art, video games are where the business is here in Seattle with Microsoft, Giant Pixol, Zombie Entertainment, and Beep Entertainment to name a few companies. ZBrush is a spectacular but tedious program to learn and quite frankly I don’t think enough people in the games industry know about Zbrush. As I mentioned a while back, AUV tile mapping doesn’t work too well with a mesh that has triangles in it and so ease of use is thrown out the window when dealing with complex textures on simple triangular models that need to be animated. I’ve never seen a complete tutorial concerning texture mapping a model for a video game character. I’m not knocking film or an illustration that requires high resolution modeling, I’m just trying to open up another market to ZBrush and improve the vision of what a low res model can look like.
Ken Brilliant made a tutorial concerning a continuous texture on an alien in Texture Master using UV Mapper. I’d like to do the same but show an even easier technique I’ve discovered for myself. Only my tutorial will include Discontinuous texturing such as painting armor and other hard edged shapes that wrap around the character that are made up of triangles. So far I’ve only seen tutorials that show nice but limited bump and spot texturing done on characters that are made up of quads using UV mapper pro. I’d like to take Ken brilliant’s tutorial further and direct it to a long term video game texturing technique extravaganza.
The UV mapping will of course not be done within ZBrush but starting with Lightwave, the UV mapping will not require any disassembly of the model whatsoever but will require:
- Grouping different model segments and giving them each the appropriate mapping axis.
2)unwelding and welding the points of the model in order to set up the UV map at the touch of very few buttons.
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Adjusting the UV coordinates to eliminate texture distortion using a checker pattern texture
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Importing and exporting the model and setting up texture master and other settings within ZBrush to prepare the artist to start painting the model.
I will soon learn and discover the steps required to do the same in 3DS Max and Maya. Based on my limited experience with texturing in Max and Maya I’m pretty sure they can do the same thing as Lightwave.
If any one already has a tutorial like this or is interested in my idea to support the video game end of ZBrush let me know. The model shown below is a triangle mesh of 3,500 polys
Thanks,
A devoted ZBrush Fan