Texturing Tutorial – My Method – Part 1

This tutorial is based on a request by Christian Key to demonstrate how I would go about texturing a model of a rock face (which he has kindly provided). This tutorial will be split over a couple of days due to current time constraints.

Part 2, part 3

While I understand that there are infinite different ways in which this could be done, this is the method that I would use.

I will not be focusing on the basic principles of how to apply textures here, as this is covered in a wide number of other places, and will probably just add confusion to the subject. If you are having problems with any part of this tutorial, please feel free to send me a message and ill help you the best I can.

Software that will be used is the following:

  • Photoshop CS5.1 Extended
  • Lightwave 10.1
  • Vue 9 Infinite

So first step, lets take a look at the model.

We have a nice clean model, with a nice clean UV map (see below)

We can see that the model is supposed to look like a rock face with lots of different rock formations within it.

So to plan this model we will need the following:

  • Several rock textures
  • A couple of moss textures
  • Some lichen textures

All these textures will be taken from cgtextures.com

The first thing I want to do is take the texture images, I will be using 7 different rock textures, and 2 different grass/moss textures. I also took two lichen textures. It is possible, but not likely I will use them all for such a small model, but it is always good to have some variation. Although the texture map that will be used in the end will be quite small (1024×1024) it is always better to start off with the largest map you can have. Since I have a paid account at CGTextures, I downloaded the “HUGE” images.

So now I will apply the images to the model and render the UV map out for each of them so that I have a selection of base maps which I can blend together and work with.

Im going to render the images out at 2048×2048 with 10 AA passes. There’s no point doing it much higher when there is a constraint that there has to be a 1024×1024 map in the end. “Why do it higher then?” you ask… Well, because your client decides they want higher res texture maps, you don’t have to start again.

In the end I used 3 rock textures, 2 grass textures and a lichen texture, they are shown below.

Thats all for the first part, part two will show you how to blend the layers together to get a somewhat convincing texture on the rock formation. Part 3 will show you how to further tweak the textures.