That being said, blenderguru is an excellent source of tutorials. Also, blendernation has links to some useful resources as well. You can get really nice results this way without a lot of artistic skills. Regarding photos: Using a lot of texture stock is common. Experiment with combining textures, clone-painting textures onto your own work etc. Look up tips for seam removal. There some good tutorials you can learn on making textures, they aren't saying it is for 3d games but it looks is definetly possible because they don't have high poly may be ideal for 3d games.
Texture can be obtained in countless ways: there are websites which sells or give free textures for various kind of materials. You can use own photos, stock photos, google images, deviant art, hand drawing, possibilities are endless.
If you want to use good tools, learn using tools used by pros, eventually become a pro, I would advise you against Blender. You can use them for free if you are a student. So instead try Autodesk Mudbox free if you are a student or Nevercenter Silo. You can also use Cinema 4 D and Lightwave but I don't know the price and beside that, Max, Maya and Softimage are the most used pro tools. You can find a lot of good tutorials online about working with 3D modelers, you just need some patience, work and inspiration.
Giving it a second thought if you are trying to make a simple game, you can use various resources already found on net. It's not a good idea to start learning many things on same time, it can be overwhelming. I think you better focus at one task at a time. So I'd say it's better to start learn making games and use the free resources you can find and worry about 3D modelling later when you are more experienced. I am an intermediate level game designer and I've been learning whatever I can over the past two years.
From my experience to answer your question logically versus saying no you can or can't unlike alot of others out there that seem to dodge this rhetorical question is there is no easy way to do this. You can go about it in several ways. Your first step is to decide what kind of game you will be creating and then the artstyle and coloring involved.
Next you will need to create your 3d models and Props. Following this would then be a good point to become more involved in texturing and you're best bet is through research and trial and error.
I have yet to see a perfect answer from any single person on this that would be purely beneficial or instructive other than actual photoshop tutorials that I have come across.
The trickiest part of it all is removing the seam so that it doesn't tile across the map and creates the illusion that it's one big texture and this too takes time and practice.
With this though you have to take into mind how dense you want your game to be so the scaling for it of X by X size will determine if your game is HD or not because the less you use the higher the chances of pixelization that occur but this is also dependant upon the engine that you use so you will want to make sure that it supports this as some are easily scalable so that there is no need to worry about it.
Some other stuff that can help is these links -. I hope this helps and feel free to visit my website at GameGroove Dot Ucoz Dot Net to get ahold of me quicker if you need more help. Sign up to join this community. The best answers are voted up and rise to the top.
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Tetrad 30k 12 12 gold badges 92 92 silver badges bronze badges. There are a lot of free ones out there, too. You may be working on a project where the whole point is to take photos and put them into a game. Now basic material assignments are applied, it's easy to add wear and tear to them within DDO. Using the menus in the editor, I create a clean version of my textures, as if they were new, and another version that is worn and damaged.
Using DDO it's easy to isolate different areas in the texture to assign different colours or materials. However, rather than this one texture have lots of different coloured metal panels, I'll use a white material on all metal panels. Later I'll create multiple shaders in CryEngine and use the tint feature to achieve varying colours.
This saves creating numerous colour variations of the same texture map, which are more costly in memory than creating a duplicate shader that uses all of the same textures, with an additional shader tint option enabled.
With my textures saved, I test their usability by making a small section of wall. I plug my normal map into the Diffuse slot of my applied shader. This allows me to see every geometric detail that is baked into the texture so that I can be extremely precise with my UVs. Now I cut my mesh into sections that I can UV unwrap, making sure that I line my edges up with texture details and maintain a consistent texel density. Now I've created my wall panels, I create some additional set dressing pieces which can be mapped to the larger, more plane area on the texture.
I also cut some more unique panel details into the mesh to add further interest to the basic structure. Using the versatility of the texture to create an interesting base, before complimenting this with additional detail, is a sure way of creating visually interesting assets. Earlier I saved damaged, as well as clean versions of my textures, so at this stage I go ahead and plug them all into the shader.
You should note that the blendshader can be controlled with the Blend Factor and Blend Falloff sliders, as well as by vertex alpha values in your mesh. In my final image shown at the start of this tutorial, I have used two duplicate versions of my shader, coupled with a coloured tint to create the blue and dark grey painted metals.
You can see the original multipurpose trim textures are extremely versatile when used correctly. Combining clever modelling, UV unwrapping and tinted shaders, it's possible to texture a huge variety of assets.
I also employed additional set dressing in the form of decals to add extra detail. This article was originally published in 3D World magazine issue Buy it here. Matthew Trevelyan Johns. Topics 3D.
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