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2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG


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805713 No.805713 [Reply] [Original]

turns out i suck at texturing

what do
any tips

>> No.805714

>>805713
rip textures and reuse them

>> No.805718

>>805714
The problem is applying them to the objects

>> No.805733

>>805713
https://www.youtube.com/watch?v=li3leAOafBw
https://www.youtube.com/watch?v=3jJGBzAxXKo&t=9s
https://www.youtube.com/watch?v=zaS83BySePc

>> No.805734

>>805713
specifically uv unwraping ?

>> No.805735

Substance painter and designer. Dont just rip and reuse textures thats cringe and NGMI.

>> No.805738

>>805735
Found a monkey 3D cog drone braindead retard good goy

>> No.805777

>>805734
Ye

>> No.805784

>>805713
Dude, auto UV or tri-planar mapping on everything

>> No.805792

>>805713
>i suck at ####
>what do?
Fucking learn how to do it properly like every other human in history?

>> No.805856

you better get good then

>> No.805862

>>805713
Use pbr materials and auto unwrapping or project uv

>> No.805877

Study IRL things. Make your scene look like that. Same as all visual art.

>> No.806060
File: 187 KB, 287x464, whore.png [View same] [iqdb] [saucenao] [google]
806060

Use photo references for everything and just pirate substance painter/designer.

>> No.806081

>>805738
Is that enough buzzwords for you? Would you like to post your textures and models now?

>> No.806111

>>805713
Honestly the best way to naturally learn it is to make texture mods for video games. You'll be forced to make them look as good as humanly possible to make them look decent in-game.

>> No.806112

>>806081
Ian Hubert is a better artist than all of /3/ combined and he is using photo textures and ripping them from various places. You're suggesting a slow "proper" industry standard workflow like it's the only right solution. The end result is the only thing that matters at the end of the day.

Rekt & kekt & yeet & skeet & /thread & don't @ me

>> No.806117

>>805713
>new york subway car
>london signage

>> No.806119

>>806060
>>805877
>>805862
>All of these
Also: your textures are scaled way too big on the wall

>> No.806122

>>806117
sample text nibba

>> No.806147
File: 2.08 MB, 1371x912, 1.png [View same] [iqdb] [saucenao] [google]
806147

still looks like shit
even in cycles

>> No.806151

>>806147
gib me tips

>> No.806159

>>806147
>>806151
Can't see those textures from a closeup, but it doesn't look that bad as a starting point. First of all, make sure all of your textures are set to non-color, expect for an albedo, and also make sure your normal texture isn't inverted. You can also try Megascans if you're struggling to find good tileable textures.

After that, it's all about layering and adding details with decals and vertex painting so you can blend multiple textures. You want to avoid repeating patterns. Think about how the materials have worn down over time. Add dirt, dust, grunge, edge damage etc. You would need Substance Painter for texturing individual props efficiently, but for large environment surfaces like ground and walls you can just vertex blend texture and add decals inside of blender.

Make sure texel density is correct, which means that the texture resolution is similar on everything. If you look at a wall, and then on a small prop next to it, that prop shouldn't be 2 times sharper than the wall, for example. It breaks the immersion.

Find some similar photos and use them as references, analyze the lighting, materials, damage placement, colors etc. Make sure the scale is correct for everything.

Try to avoid super sharp edges, add some bevels to everything so you get nice lighting on the edges.

Fill the scene with smaller props, trash and stuff like that, so it doesn't end up empty and lifeless.

I'm just throwing random tips at you because you didn't ask a precise question, so yeah.

>> No.806169

>>806151
Get out while you can. Even as a hobby this will leave you as a broken and empty shell.

t. a decade and a half wasted as prop modeler

>> No.806172

>>806169
Tell us more, please. I already bitched about modeling props here before, but I want to hear your opinions on it. And why haven't you branched out to environments at least? Also, outsourcing studio or? How hard is it to evolve to leading positions as a prop modeler?

>> No.806173

>>806169
Shiiiiet i left uni for this shit

>> No.806208

>>805718
Cut good UVs. In the case of walls. Seperate the polys of walls with different textures and give them their own UV. Makes life alot easier.

>> No.806693

>>806147
Nevermind the textures, your scene is bad. It should be a metro but it looks like a weird basement devoid of purpose or detail

>> No.807279
File: 256 KB, 1024x690, 1603276248238.jpg [View same] [iqdb] [saucenao] [google]
807279

>>806693
Here retard

>> No.807282

>>807279
Complexity on that pic comes from complex materials, your textures look nothing like the reference atm. I told you b4 what you need to do - tileables with vertex blending. Use some good old paint grunge maps to blend between different wall materials. Also, damaged edges, either sculpt them and texture uniquely or use normal decals. Then it needs a bunch of dirt and dust decals. It's pretty challenging t b h, if you're new to it, it will be hard to pull it off.

>> No.807283

>>807279
I can smell this picture...