thanks for the long answer
I figured out that we use very similar steps when making models/textures, but the main difference is that you do alot of the texture work by hand ... which i'm not really good in :-/
To compensate a bit for my lack of artistic skill in the texture area i try to e.g. use some of the blender-scripts out there and other tricks to get a good ground-layer in gimp.
What i normally do:
- Assign _basic_ materials to the model ... using vertext groups for different materials in one mesh. I mostly use materials from the blender-material collections out there (the blender material CD has been open-sourced recently but also create custom materials (they are then included in the .blender-source file)
- Enable "ambient occultion" in the world-setting and set it to values that will blender calculate some of the shading for me. It's slow (ray-tracing) and not perfect, but i kinda like the results.
Note: The downside of this is that you lose bumpmapping and you cannot use additional lights (these two issues are of partly related).. otherwise the renderd output will be messed up. I have palyed with this and found some solutions, but they are time-consuming :(
- Then i use the BRayBaker script to bake the materials to the uv-map (slow: see above) and save it as an image to be used later as the ground-layer.
- Then i export the UV-grid .. for the same reasons you do it
- That's it mostly. There are no details yet, but the shading is there.
Details how i do them currently:I really like to model seperate parts of the model in detail and then use them as a texture.
Let's take the vents again ... I'm modelling them in relatively high resolution, and render them with ambient occulsion and myabe some lights to a smaller resolution than the ground-layer ... then i export them to an image file and use them as new layers in the gimp.
Of course i still have to blend them in without seams, but i that's easier for me than to draw them by hand. :)
You can see an example of this in the
models/aliens/hovernet/hovernet.blend
and
models/aliens/hovernet/hovernet_engine_top.blend
files ... it's a WIP and far from finished, but if you go through the layers of the engine-file you'll see the different details of the hovernet-texture.
You might notice that the hovernet.blend doesn't have the texture-file assigned as material, but the original procedural materials ... so others can play with this as well.
Thanks,
Werner