|
Post by digivix on Mar 6, 2021 14:26:41 GMT -5
I am trying to learn how to make CC that is based on real items, say for instance a pair of shoes that I own.
I know how to ...
make the mesh export the existing texture from a pkg, modify in an image editor (I use Photoshop) in the image editor and reimport back into the pkg
So I guess my questions are, where do I get the images or am I going about this in the wrong way? I've been searching and I've found a lot of images that are the same as the pair that I own and want to make for my game but they are usually only 1 foot or a not the right angle where I could just import those images into my image editor and go from there.
If anyone can share a video, blog post or thread with some info I'd be very appreciative...well even if you're just reading this I'm appreciative lol
Thanks!
|
|
|
Post by mauvemorn on Mar 6, 2021 15:50:13 GMT -5
Hi. How something looks in a photograph depends on the environment. For example, in the photo, you see the right side of the leather shoe and a light source that reflects in it. A photographer flips the shoe, now it reflects the same source of light on the other side. The same thing happens to the other 2 sides. You project all 4 pictures on the same 3d models and get the same light source that is only meant to be in one place in 4 different places. You duplicate the shoe and get 8 light sources. Then you put it into ts4 and there this light source does not exist at all. Your shoes are lit the same way in any environment inside s4s, whether it be a kitchen or a snowy landscape.
Anyway, my point is the following: it is a better idea to model the shoe, set up weak sources of light, assign a material, then bake the texture from the controlled environment instead of projecting real-life photographs.
|
|
|
Post by digivix on Mar 9, 2021 18:39:38 GMT -5
Hi. How something looks in a photograph depends on the environment. For example, in the photo, you see the right side of the leather shoe and a light source that reflects in it. A photographer flips the shoe, now it reflects the same source of light on the other side. The same thing happens to the other 2 sides. You project all 4 pictures on the same 3d models and get the same light source that is only meant to be in one place in 4 different places. You duplicate the shoe and get 8 light sources. Then you put it into ts4 and there this light source does not exist at all. Your shoes are lit the same way in any environment inside s4s, whether it be a kitchen or a snowy landscape. Anyway, my point is the following: it is a better idea to model the shoe, set up weak sources of light, assign a material, then bake the texture from the controlled environment instead of projecting real-life photographs. Ah ok, I think I understand what you are saying. Thanks for the info, I will do some research!
|
|