![]() Number of maps won’t affect either (it's the workflow that matters), the resolution will affect the most.įlexicolor layers can be saved at a lower resolution (256x256 usually do) and will help the file size too. Have fun!Ĭompression of texture maps won’t change a thing. To the left you have the Basic color and to the right you have the normal map. Here's a ''gifts'' for you to play with : decal of princess Amelie. There's plenty of sites with open copyright for very good quality texture so you DON'T NEED TO STEAL STUFF! It's also totally fine to give credit to the artist even if he does't legally require it. For the other maps of your decal, you can use similar method depending on the wanted effect (Changing opacity, or sometime an invert do just what you want to make a metalness map or roughness map).ĭON'T STEAL texures (and models for that matter). To create the ambient occlusion map, use the drop shadow effect at distance = 0 and play with the size and spread. ![]() (Nvidia also as an addon if you got an old photoshop, like I do). Merge the 2 normals (with your decal on top) to create the new one. You can also create free style (with bush or custom shapes on a transparent background) and use the photoshop filter > ‘create normal map' to create engravings with a copy of your decal. Simply use the UV layout to play with different textures (use the ones made for 3D with normal maps, MT, AO etc). Have fun playing with texture in Photoshop. The toolkit handle overlap very well but don’t support tillable generated (in other words…your mesh has to fit in the sqare map whatever the resolution). You can export the UV Layout by pressing (at bottom of the page) UVs>Export UV layout. You can work your seams move the groups of faces on the map until you are satisfied. Open a second view port and use UV View to look at the map you created. To remake the UV map of the model, Go in edit mode, work your seams (where your texture will be cut up) if you can (Ctrl+’E’>marks seams), then press ‘U’ Smart UV unwrap. The name of your texture file MUST be the same as the material name in Blender + add '_BC' at the end. If you wanna keep the original texture file, skip this bit about UVs and texture, maybe you can change the resolution of the original or do some simple color sampling and filtering to create flexicolor options, but otherwise, this is the limit of the automatic mapping of medium. That way I can swap flat textures easily and I don't need to remember the name. Since I use the folder system, I personnally use the name : 'mat1_mtl', ('mat2_mtl', 'mat3.etc) for all my texture, no matter the 3d model. It's also a good idea to come up with your own standard for naming your materials. Keeping things clean will make the packaging much easier later. Take the structure you want, but you shouldn't destroy or overwrite the original exports from medium. Ex : each model have their own folder with 1 subfolder named 'originals' for the originals FBX coming out of Medium, a second subfolder for the reworked meshes and texture called something like 'Final' + one more subfolder for each version. It's also a good idea to work in a clean folder structure. With all the specifics of the toolkit with the names. It's also very wise to save the blender file right now to be able to revert any transformation that makes you unhappy later on. My basic color texture map must have the name Material_BC.png ![]() For the whole guide, I will be using the name : 'Material'. This is the name of all your texture maps + _suffix of the particular map. Import the FBX model (Menu File>import>FBX) you just exported from Medium.Ĭheck or rename material(s) in the material(s) tab. Open Blender, create a new file (Ctrl+N), and empty the content (no lights, cube or camera).
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