Help Creating Bath Tub Please (Textures,Maps,Mesh related)
Mar 24, 2017 14:39:59 GMT -5
Mathcope likes this
Post by Xelenn on Mar 24, 2017 14:39:59 GMT -5
sabby I had a look at your bath tub (I'm not a huge professional)) but for the rusty version I would make a simple texture (to start with) with 2 blocks just a little of a dark texture space on the side, big enough to fit faucet parts, and place your rusty texture on the rest of a texture space. Save and go to blender, open this image for the mesh group_0 the one with a tub mesh and just move around those unwrapped pieces of a tub in the UV view and look how texture changes on the actual mesh, move UV pieces till texture looks as desirable as possible on the mesh.
Also (and better!) you can try to unwrap it differently, I often use - project from view unwrapping, you don't even have to chop the mesh into the pieces, just select those faces that need to be unwrapped, fix the view - example - in this case all inside part of a tub can be unwrapped as an oval shape (if you press 7 - for the top view) then - unwrap - project from view. Then you can move vertexes or edges in the UV view if needed to achieve even better result, and watch how texture moves on the mesh. Faucets is easy, side view of it should be good enough for unwrapping or just leave it as it is now if you happy.
Outside part of a tub could be more tricky I would try vertical edges split on the front and back sides up to the bottom oval section and a full line of a edge split along the top edge of a tub (excuse my English pls)) then I would select whole bottom part with outer sides of a tub and just click unwrap (the simple one) it should get unwrapped into an oval with a big ears)) So you will get at the end just a 2 good big parts for the tub itself in your UV view, now it is easy to move it into the best looking place of a texture. Don't forget to change your uv_1 you can just delete the old one and add new by pressing + and rename it as uv_1
Now select whole tub mesh and export UV layout from UV view. Go to 2D editor open texture, and place UV layout layer on top, now when you can see what is where, edit those areas on the texture that has been split apart , you can do it with the stamp tool or some other way but your goal is to make texture on those seams almost identical on both sides. You can add shadows there and here and so on. Check in S4S and if you want in game, edit more if needed. ))
At the moment as I see your package still constants normal and specular maps from EA bath tub, you can see them in warehouse tab, that's why it's gives you shine and wrong shadow on the texture in game, replace both of it. For purposes like this I like to replace those DST images with some other ones from objects in game, for the matte look I use shadow and specular maps from one of a rug that has no visible bumps or shadow whatsoever, but you can look for something else or create your own (and teach me please how to create those)) if you know how.
Also I noticed you just copied whole s4studio_mesh_0 into s4studio_mesh_3 and same for the ..._mesh_1 and ..._mesh_2 to create 5 needed mesh groups, but that is gives you double poly count! It is better to do more or less on the same way how EA does that - their bath tub mesh separated into 2 parts - inside and outside parts in the different mesh groups. What you can do - For the mesh_0 group delete outer part of a tub, then (as you already have whole tub mesh in the ..._mesh_3 group) delete the inside part of a tub on the s4studio_mesh_3, you have this part already in the ..._mesh_0 group. So you will have the same solid look of a tub anyway at the end, but muuuuch less poly
For the shadow plane - (you also copied them identical into 2 groups) I would rather delete the most faces of the one of it, leave just a square plane and use it as a shadow under the faucets - the same way as EA use it.
...I just unwrapped tub mesh into 2 pieces using - project from view - first inside part with top view - numpad 7 and second part -project from view in bottom view cntrl+numpad7 .. texture lays down almost perfect without cuts and splits of anything on the mesh you will need to move little bit circles of a edges or a vertexes in the UV view the ones that belong to the edges of a tub as they looks stretched a bit, just one row or so, but otherwise we almost there. I would recommend you to remove doubles before unwrapping, then it would be easier to select and move those edges on UV that needs texture correction.
I didn't put the dark texture block for the faucets on this quick try but there is lots of space for that still available.
I really hope my explanation is not tooo confusing)) Just try it;)
Also (and better!) you can try to unwrap it differently, I often use - project from view unwrapping, you don't even have to chop the mesh into the pieces, just select those faces that need to be unwrapped, fix the view - example - in this case all inside part of a tub can be unwrapped as an oval shape (if you press 7 - for the top view) then - unwrap - project from view. Then you can move vertexes or edges in the UV view if needed to achieve even better result, and watch how texture moves on the mesh. Faucets is easy, side view of it should be good enough for unwrapping or just leave it as it is now if you happy.
Outside part of a tub could be more tricky I would try vertical edges split on the front and back sides up to the bottom oval section and a full line of a edge split along the top edge of a tub (excuse my English pls)) then I would select whole bottom part with outer sides of a tub and just click unwrap (the simple one) it should get unwrapped into an oval with a big ears)) So you will get at the end just a 2 good big parts for the tub itself in your UV view, now it is easy to move it into the best looking place of a texture. Don't forget to change your uv_1 you can just delete the old one and add new by pressing + and rename it as uv_1
Now select whole tub mesh and export UV layout from UV view. Go to 2D editor open texture, and place UV layout layer on top, now when you can see what is where, edit those areas on the texture that has been split apart , you can do it with the stamp tool or some other way but your goal is to make texture on those seams almost identical on both sides. You can add shadows there and here and so on. Check in S4S and if you want in game, edit more if needed. ))
At the moment as I see your package still constants normal and specular maps from EA bath tub, you can see them in warehouse tab, that's why it's gives you shine and wrong shadow on the texture in game, replace both of it. For purposes like this I like to replace those DST images with some other ones from objects in game, for the matte look I use shadow and specular maps from one of a rug that has no visible bumps or shadow whatsoever, but you can look for something else or create your own (and teach me please how to create those)) if you know how.
Also I noticed you just copied whole s4studio_mesh_0 into s4studio_mesh_3 and same for the ..._mesh_1 and ..._mesh_2 to create 5 needed mesh groups, but that is gives you double poly count! It is better to do more or less on the same way how EA does that - their bath tub mesh separated into 2 parts - inside and outside parts in the different mesh groups. What you can do - For the mesh_0 group delete outer part of a tub, then (as you already have whole tub mesh in the ..._mesh_3 group) delete the inside part of a tub on the s4studio_mesh_3, you have this part already in the ..._mesh_0 group. So you will have the same solid look of a tub anyway at the end, but muuuuch less poly
For the shadow plane - (you also copied them identical into 2 groups) I would rather delete the most faces of the one of it, leave just a square plane and use it as a shadow under the faucets - the same way as EA use it.
...I just unwrapped tub mesh into 2 pieces using - project from view - first inside part with top view - numpad 7 and second part -project from view in bottom view cntrl+numpad7 .. texture lays down almost perfect without cuts and splits of anything on the mesh you will need to move little bit circles of a edges or a vertexes in the UV view the ones that belong to the edges of a tub as they looks stretched a bit, just one row or so, but otherwise we almost there. I would recommend you to remove doubles before unwrapping, then it would be easier to select and move those edges on UV that needs texture correction.
I didn't put the dark texture block for the faucets on this quick try but there is lots of space for that still available.
I really hope my explanation is not tooo confusing)) Just try it;)