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SimHoTToDDy

Quick and dirty 1:1 texture tutorial

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Thanks for the tutorial. It will help me out a lot.....


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I feel really stupid saying this, but how do you take a screenshot?


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signiturea.jpg

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Nice tutorial Toddy. :thumb:


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This is valuable information. If I may ask though, what are you using as the base texture? I've been using heavily adjusted galvanized steel textures in an attempt to mimic this sort of roof, but the results (as you already saw) are less than acceptable.

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    D'vega: That particular texture is an unspeakable Frankenstein type composite of many many different layers. What I can tell you is that most of the "texture" came from asphalt (like for a road) and maybe a few other grainy concrete bitmaps. Quite a lot of contrast adjustment, clone stamp tool(ing?), and a lot of trial and error went into it.

    Thanks guys. I knew people here could use it. ;)

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    Off the top of my head the only roof tutorial around was just a post inside someone's BAT thread from a long time ago, so this is great. :)

    Also, I think the last paragraph is really important. Photoshop is a really powerful program, and if you spend some time aside from BATing to learn Photoshop, you'll be able to make whatever you can imagine.

    P.S. I may or may not have downloaded the image you started off with. :ninja:


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    WOW! I can't believe that you made this! I have been waiting! My oh my! Maybe I'll learn to make textures in PS after all :))

    Thnx Toddeh, as always, you listen to the heart beat of community and you learn it how to preform CPR on itself lol :P


      Edited by Vlasky  

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    I'm madhatter106 and I approve of this tutorial.

    This is exactly how I do my textures - I rarely tile textures, and treat 99% of mine as 1:1. All of my rooftop textures are done as outlined in this tutorial; a little patience, access to the interwebs and a decent photo-editing software package of your choice, and a lot of trial and error - that's all you need to follow this tutorial and achieve what SimHoTToDDy has shown. The screenshotting makes the whole process easy and "guess-free" when it comes to getting things to line up perfectly.

    This tutorial should be standard-viewing for those "I wanna find good textures" threads that pop up now and then. Because we all know (and this tutorial demonstrates it in spades), GOOD TEXTURES ARE MADE, NOT FOUND.


      Edited by madhatter106  
    • Like 1

    ldrxcth.jpg

    GOOD TEXTURES ARE MADE, NOT FOUND.
    (I get tired of saying that in BAT threads.)

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    Thank you so much for taking the time to write this tutorial. Back in the old days, I used to point people to page 12 of 6459978's "Toronto BATs" thread (which contained a tutorial on exactly the same topic - basically the same tutorial), but sadly this thread is gone. Now we have a worthy replacement! +1 from me.


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    Since I like to make my own textures for BATs, this tutorial is a must-read for me. Of course, most of my current BATs don't require 1:1 textures, but I'll be sure to look this up for those that do.

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    All BATs ALWAYS require 1:1 textures. To put it simply there is no conceivable reason why not to do it. It really isn't difficult at all and has HUGE benefits.

    As per this tutorial, although it is a totally valid method; I would still strongly suggest to use unwrap UV instead of print-scrining. THe problem of the above described method is that it difficult to be precise with it. Yes things like roof would prolly go fine with it, but, say, you want to place precisely paneling on the walls, say curved ones - there is no way to do it with print-screening.

    And logically there is always better to learn as universal tool as possible and Unwrap UV is, no doubt, your Swiss army knife of texturing! You can print your template to png file and bring it into the Photoshop. Use blending modes to drop the black. Make you texture, than back in Max/gmax you can actually adjust your UVs to ready texture to get that perfect fit for every line/seam!

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    You bring up a good point Simfox. You see, I stick to nice boxy things so I have never run into a real need to use UVW unwrap. That's just one more thing I want to learn in MAX one of these days :P

    Require is a bit of an overstatement for some things, but honestly I don't think I would word any less strongly it's importance.

    Oh and Jason, believe it or not that is only about 1/5th of the entire bitmap. I needed a generally over sized image for some of the long warehouses I've made, but didn't think it was necessary to include all that cropping for this little tutorial. BAT David Stott and maybe I'll slide you the rest :ninja:

    Thanks again everyone!

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