Cliff’s Clips – Texturing Fundamentals
One of the best ways to create realistic 3D models is by incorporating good textures. Textures can make a model more realistic by adding details that would be hard to model in as geometry. This is a tutorial on the basics of texture mapping.
This video details the texturing functions within 3DVIA Shape, but these fundamentals could be used within all 3D modeling applications.
Cliff gets some help in this video from one of our favorite user-submitted (textured) models: Texturesaurus-Rex.
For more detailed Texturing tips using 3DVIA Shape, check out tip numbers:
- #31 – How to Add and Adjust Textures
- #32 – How to Align Textures with Geometry
- #33 – How To Manipulate Similar Textures
Now, let’s hear from you; Any other texturing tips you want to add?
Special thanks to IsaacMiller1993 for the T-Rex model.
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texturasaurus rex?
and it doesn’t need for the model to be public
i understand-the model is ARR,but the textures?
please,that’s why the right click and ’save image’ were invented,as welll for the screenshot
As said in an earlier blog post, don’t use dinosaur sized textures (nothing larger than 1024 x 1024)!
Nice video, it show some good tips for beginners, but I’m pretty sure some people don’t know all the logogs, for example the import texture button. I only knew that from watching Shape 1.0’s trailer, and that’s long gone now!
Some good advice and a really nice efficient intro to texturing. It may have been off topic as to not mention it, but why are texture sizes better as powers of two? I am experienced with textures but have never given that any thought.
Great Question Amanda…I was wondering if anyone would ask about this. The power of two textures is not as much of an issue today due to higher end graphics cards, however, most 3D modeling software still recalculates textures to the closest power-of-two size. For example, if you are using a 100×200 texture, it will recalculate that to 128×256. This extra calculation takes extra processing time. I should have mentioned that the texture does not have to be square: 256×1024 would require no extra calculations.
I also do not know how much of an issue this is anymore, but “back in the day” (showing my age here), when I was modeling in software not used anymore today, it made a BIG difference, as everything was all OpenGL based.
I hope that answered your question.