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3 Dimensional Chat / Help with Texturing a Car

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Dave J
Retired Moderator
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Joined: 11th Feb 2003
Location: Secret Military Pub, Down Under
Posted: 15th Oct 2003 13:14
So I decided to try my hand at modelling again, it's been a long time since I've done it so the finished product is a rather crappy Chevrolet Corvette ZR-1:


(1,110 Polys)


I also managed to create a fairly decent Texture Map for it:




However, the problem I'm having is filling in the texture map with a good texture. Some people say you should use actual photos (not a good option for me) and others say you can hand craft it in Photoshop or some other package, I've tried both but neither came out very well. If someone could kindly point me in the right direction of maybe some tutorials for texturing cars or anything helpful then I'd be very grateful.

Thanks.


"Computers are useless they can only give you answers."
Zen_Budha
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Joined: 22nd Sep 2003
Location: Water Valley, MS
Posted: 15th Oct 2003 14:15
Just an idea here to help out, but I would find some good actual photographs of the vehicle. Especially any 90 degree angle shots you can get your hands on.

Since it's a not 1 for 1 model of the corvette you probably don't want to use them as they are or try phototexturing.
Instead load them in your art program, and skew/stretch/blur and alter them to fit on your mesh.

Personnally if I'm going to texture it myself then I go a different method all together though. First I don't even use UVW Unwrap or anything like that. I simply model every piece of the car seperately if it needs a different texture. Then I'll texture each piece individually as I go.
When I'm done I connect everything together, and then optomize it. It sounds like more work than it is, but for me it actually cuts the work down. Not to mention it avoids that "painted on" look.

Kind of like a wooden box. You could simply make a box, and texture it with a wood texture. No problem and it's easy, but it doesn't really look like a box.
Instead I like to model boards of the box individually with little differences. Then I'll put them together just like I'm building a box texturing them one at a time, and adjusting the texture a little here and there so one board is lighter than the next. One has a knot on it etc.
Then I'll make one side of the box that way. Optomize it, and delete all the backfaces. Then I'll copy it 6 times, and rotate and postition them all around each other to make a box. Finally I'll connect them all together.

Then end result is a low poly (not as low as a simple box but close) yet really realistic looking box. Then again sometimes I think I'm legally insane.

He who stands on toilet is high on pot!
Dave J
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Joined: 11th Feb 2003
Location: Secret Military Pub, Down Under
Posted: 15th Oct 2003 16:50
Yeah, the reason I haven't had much success with photos in the past is it's quite hard to find some photos of all angles of the car, usually I can find one for the side pic but not many people take photos top down.

Oh, and I know of that technique you explained also but when I try it, the texture looks too blocky with no real variation in colour for shading. I think I might need to mess with the Material settings like glossiness and speculation.


"Computers are useless they can only give you answers."
Zen_Budha
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Location: Water Valley, MS
Posted: 15th Oct 2003 17:57
Yeah try setting it as metallic or if using another program glossiness. Your engine should shade the car itself. Or I mean you games shading properties should affect the car.

He who stands on toilet is high on pot!
Dave J
Retired Moderator
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Joined: 11th Feb 2003
Location: Secret Military Pub, Down Under
Posted: 16th Oct 2003 10:18
Ahh, okay. Thanks.


"Computers are useless they can only give you answers."

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