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How to create this ?


Ran

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Hi,

How do I create those little "dots" at the top of the switch and
how to make the lines infront ?

( I do it in 2D and then wrap it on the 3D model )

Thanks !
 
I would toss a high-rez bump in a different mapping channel.

What is the model and texture for?
What 3d prog are you using?
 
Hi Stroker,

Just FORGET about 3D, I need to make this on a 2D surface, just
how do I make those little "dots" and lines.

( I use 3DS Max, it's for a low poly rifle for a game which is going
to turn to the most beautiful rifle I've ever seen in a game :D )

Later . . .

Ran

http://www.ran3d.com
 
How I would do it.

Unwrap to channel 1. This is the default.
I have free modifier called "UV all in one" or something.
Use that to copy channel 1 to channel 2.
Unwrap UVW and set to channel 2.
Edit and make the dots parts really big, and toss the rest of the uv in the corner.
Export channel 2 to rastor and paint a bump map for it.
Slap the bump texture on the weapon and make sure that it's set to channel 2.
Set up lights and bake to channel 1.
While we're at it with the lights, turn channel 2 off, and bake channel 1 to channel 1.
Take both baked textures into PS and use them for lighting.
The rest is fairly easy.

I'm currently working on a tutorial for this, but not telling when because of the holidays and other family things.
 
Thanks for the reply, the model is already maped and unwraped,
I don't use bumps or anything.

Anyway, I'm sorry I mentioned 3D . . .

How to create a texture like that in photoshop for a 2D flat image ?

Later . . .

Ran
 
I made this in PS using the sketch-halftone filter to get the dot pattern on a new alpha channel, then I used the alpha as a basis for a selection, new layer, filled with black, new layer offset selection 1px up, 1px up, subtract original shape from selection create a highlight), fill with white (fade opacity), nudge back, reselect orig, small amount of g-blur, new layer, light/dark reflected grad set to colour dodge,

you can scale the pattern to suit... hope it helps
 
Hey, thanks so much, I'll try this technic, hopefuly I can get the
needed result. I'm going for a realistic texturing so I need it
to be as close to the image as posible.

Thanks again,

Ran
 
:sigh:
Here is a quick-n-sleazy example to get my point across. After this, I'm done.

1. Mapping channel 1. Just your regular unwrap job on a cylinder.

channels1.gif


2. Mapping channel 2. Took the quads in the middle of the cylinder and made them bigger than what they are in channel 1. This is so the bump map in that area can have more pixels devoted to them than in channel 1. In a way, this is like making that particular part resolution independant. Filled with a simple dot pattern, but I'm not showing it.

To start, a regular white texture on the model. Add lights to the scene and maybe use some photometrics. For this, just two basic lights with nothing fancy. Bake channel 1 and save it.

Then add the bump map and make sure it is in channel 2. Bake it out to channel 1 and save it.

Open them up in Photoshop and get busy. Slap 'em together, use masks, paint some colour in, play with blending modes, and all that jazz. Since this is a simple example, nothing too fancy. Save it and apply.

channel2.jpg


Two ideas are going on here:
1. Bake for lighting. This goes for the model in general and for the bump map. That is, once the bump map is baked in, there is no longer a need for a bump map. Plus it's an easy way to keep the lighting consistant across the entire model. This is particularly true for curved surfaces (like cylinders).
2. Channels to make different parts resolution independant. I didn't up size the bump very much, but I could have gone much bigger for even finer detail (if the final texture size will allow for it).

Now, resolution independant is a poor phrase for what I'm talking about. This is more of a reference to the final texture dimensions and uv chunks. If you think about it in that context, it might make sense.

I'm telling you, this is the way to go. It might seem like more work, but it's not in the long run. You'll be saving yourself a lot of headache.

Time to digress.
Later, ya'll.
 
Stroker,

Whachya talkin' about ? ? ? ? ? ? ? ? ? ? ?

The instructions I got for this project is we don't use bump maps
( in many new game engines and games there is now support
for bump maps ).

And I don't use chanels ( ? ) in 3D. After modeling I map it and
after it's mapped I unwrap it and make a 2D image ( using
Texporter plug-in ).

So what I have is 2D flat image ( as I was saying : I'm sorry
I mentioned 3D ! ! ! I don't want an answer related to 3D - I
want it related to 2D, just think I have an image in Photoshop
and I want it to be all with "dots", NO lightning, NO bump, NO
nothing ).

What you've done in your example ( the end result ) is just :
PERFECT ! ! ! !

That's what I want to achieve. How do I make that in Photoshop
( not in 3D, no lightning, no bump maps, no chanels, no UVW,
no nothing, JUST PURE PHOTOSHOP ).

Thanks for the reply and as I said your end result is perfect and
I wanna do it with Photoshop, please help ( think I have an empty
new file in Photoshop and I just want to make this texture for
fun ).

Now, let's not get back to 3D but here is an example of a model
and it's 2D texture map :
 
Stroker, "there are none so blind"....

Good job on the example, BTW.

Ran, you've proven by this thread that you are just not knowledgeable enough about some of the tools available in Photoshop to understand when the answer is given to you.

To spoon feed you any more after that would be a true insult to Stroker, he's smart to walk away now.

Good luck to you on figuring it out on your own...
 
I created this in PS...I'm no expert with machining...but this texture could maybe be tiled to the size you want and rotated to the right angle, contrast adjusted for lighter or darker......and it looks interesting scaled small in size...then to me it seems in the ballpark...if it's something you could use let me know and I'll send you the info on it, Ran.

---Maya
 
Ms0z, I respect Mark so much so I won't answer you in the way I
would usualy do.

Keep out of it cause I asked for help and since you can't help I
don't care about what you write.

For stroker, he just made what I need, just perfect.

Yes, I didn't understand how he did it, maybe I'm not smart enough. . .

Yes, I'm not knowledgeable enough in PS tools, I only use if for
many years now and still have lots to learn.

So Stroker, don't give up on me, I'm not the type that asks
for people to do the work for me, I work all day infront of the
pc, I just don't understand how to do it.

Sorry if my answer was misunderstood.

Peace.

Ran

PS : Maya, thank you so much, I'll see if your technic gives me the
right result.
 
Ok, I think I figured out a way to do it, so thanks for all the help.

What I did was the simple way :

1) made a small square and put color to it.
2) bevel and embossed it ( chisel hard )
3) saved as pattern.

That's it, now I can play with the sizes and color and if I'll get
the desired result I'll start drawing the lightning effects on it.

That said, if anybody wants to explain another technic I'll be
happy to hear, this is basicly what I wanted, just the texture,
no lightning no nothing. Stroker's example looks better ( not
talking about the lightning and shape, just talking about the
pattern, the texture itself ).
 

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