Texuring beginner

ok i dont know anything about texuring im looking at alot of tutorials i sill dont get how it works? i have created a clothing piece in zbrush for genesis 3 female and rigged it, what remains is the texures im a really early Beginner, what to do next UVs? i realy don't know where to ge from here?

 

Comments

  • You need UVs, which tell the application how to wrap an image file around the model, before you can texture. For your own use you can always use soem of the many sets of fabric shader presets in the store.

  • McGyverMcGyver Posts: 7,085

    Like Richard said above, you need to UV map the mesh (surface of the model)... there are several stand alone UV mapping programs available, and some modeling programs like Blender have a UV mapping feature built in... UV mapping is similar in concept to "Skinning" a pelt or making a pattern for real life clothing... it allows you to cut up and "flatten" the model and assign textures to the surface so that the rendering program can understand where the textures go.

  • ZBrush does have UV mapping, it's quite well-regarded for organic forms at least though I've not used it (or ZBrush at all recently).

  • DelanRivalsDelanRivals Posts: 30
    edited November 2019

    ok i know to uv map with uv master i unwrap the object, i can flatten to see the uv map then what? how do i get that map to texture on it?

    Post edited by DelanRivals on
  • plasma_ringplasma_ring Posts: 1,027
    edited November 2019

    The way I've heard texturing/UV unwrapping explained that made the most sense to me was that if you think of 3D models as being like papercraft, the UV is what you print so you can cut it out and start building it. Fortunately, you don't actually need scissors for digital models. :D

    Post edited by plasma_ring on
  • The way I've heard texturing/UV unwrapping explained that made the most sense to me was that if you think of 3D models as being like papercraft, the UV is what you print so you can cut it out and start building it. Fortunately, you don't actually need scissors for digital models. :D

    okay but how do i make textures? don't i need to get the uv map to put texures on it? how do i get that?

  • plasma_ringplasma_ring Posts: 1,027
    edited November 2019

    The way I've heard texturing/UV unwrapping explained that made the most sense to me was that if you think of 3D models as being like papercraft, the UV is what you print so you can cut it out and start building it. Fortunately, you don't actually need scissors for digital models. :D

    okay but how do i make textures? don't i need to get the uv map to put texures on it? how do i get that?

    It would probably be easiest to try looking up "UV unwrapping tutorial" on YouTube if videos aren't a problem, or on the internet in general if you prefer text. There are a lot of resources available that show step by step walkthroughs.

    This is one of the ones I used and I found it really helpful and easy to understand even though it says intermediate (because I didn't fully grasp how it worked until I saw it done on something that wasn't all flat planes). But searching for beginner tutorials may give you better results. 

    Post edited by plasma_ring on
  • McGyverMcGyver Posts: 7,085

    The way I've heard texturing/UV unwrapping explained that made the most sense to me was that if you think of 3D models as being like papercraft, the UV is what you print so you can cut it out and start building it. Fortunately, you don't actually need scissors for digital models. :D

    okay but how do i make textures? don't i need to get the uv map to put texures on it? how do i get that?

    Depending on the program you unwrap it with, a UV map must be exported... that will look like the "Template" maps that come with some DAZ products... basically a "blank" UV map... you should export that in either tiff or jpeg (I use jpeg, because that's what most Poser/DAZ models use)... you then open up the image in an image editor like Photoshop or GIMP... basically you have to understand where all the now flattened areas relate to the surface of you model and it also very important that you cut apart the surface in a sensible manner so that seams line up... this takes a bit of practice. There are 3D painting programs that allow you to "paint" on the surface of the model (like you are airbrushing the model) once you have a map... 3D Coat, Substance Painter (boooo- Adobe!) and Blacksmith 3D are some... I believe Blender has that feature too, but I haven't tried it in a really long time and it was really buggy when I did years ago.

    There is a lot to get familiar with when texturing a UV map... mapping is only half the battle... the whole process is an art in itself.

    You should probably check out some YouTube videos for texturing meant for a specific program, it won't help at first, but you'll probably stRt to figure it out once you see it being done, and it might help you choose a program to try.

  • lilweeplilweep Posts: 2,746

    The OP said that they created the clothing in Zbrush. 

    I believe Zbrush also has 3D texture painting.

    I dont know much about the texture painting pipeline, but i assume if you are creating all your models, UVs, and texturing in Zbrush, then you probably couldnt go too wrong.

  • McGyver said:

    The way I've heard texturing/UV unwrapping explained that made the most sense to me was that if you think of 3D models as being like papercraft, the UV is what you print so you can cut it out and start building it. Fortunately, you don't actually need scissors for digital models. :D

    okay but how do i make textures? don't i need to get the uv map to put texures on it? how do i get that?

    Depending on the program you unwrap it with, a UV map must be exported... that will look like the "Template" maps that come with some DAZ products... basically a "blank" UV map... you should export that in either tiff or jpeg (I use jpeg, because that's what most Poser/DAZ models use)... you then open up the image in an image editor like Photoshop or GIMP... basically you have to understand where all the now flattened areas relate to the surface of you model and it also very important that you cut apart the surface in a sensible manner so that seams line up... this takes a bit of practice. There are 3D painting programs that allow you to "paint" on the surface of the model (like you are airbrushing the model) once you have a map... 3D Coat, Substance Painter (boooo- Adobe!) and Blacksmith 3D are some... I believe Blender has that feature too, but I haven't tried it in a really long time and it was really buggy when I did years ago.

    There is a lot to get familiar with when texturing a UV map... mapping is only half the battle... the whole process is an art in itself.

    You should probably check out some YouTube videos for texturing meant for a specific program, it won't help at first, but you'll probably stRt to figure it out once you see it being done, and it might help you choose a program to try.

    Okay! How do I export the uv template do you have a program in mind?
  • KharmaKharma Posts: 3,214

    You might also consider the Complete Guide to Texturing Clothing by Esha sold here at Daz.  It will tell you everything about creating textures for clothing.

Sign In or Register to comment.