• Welcome! The TrekBBS is the number one place to chat about Star Trek with like-minded fans.
    If you are not already a member then please register an account and join in the discussion!

A question: exactly how do people make textures for starships?

Intrepid_class_top_quarter_aft.jpg


Here's an example of what I'm talking about. Also note that I only have GIMP.

Oh yeah, and how do people make sure the windows, the registry, etc. are in the right places (and in the right proportions) when mapping the texture onto the mesh? That's the question I wanted to ask.
 
Last edited:
That image doesn't really show much texturing at that distance. The only details visible there are hard modeled.
 
The way your talking about it, i'd say UV unwrapping is how to do it. Unfortunately for you, I have no freakin' idea how to do it, and I just model most details/whack a random material on there for all my meshes.
 
Simple version: You make your model, then take a snapshot of the polygons of the surface you want to texture and draw over the top with an image editor.

Of course how you unwrap and texture is another matter. Some use a UV unwrap so you can make one image for the whole surface regardless of which direction the surface is facing, like peeling the skin off an animal, flattening it and painting it. It can be a confusing and difficult job, but it saves a lot of work. Others use other ways to break up the surface for texturing, but it all boils down to taking a snapshot of the polygons and drawing over the top.

You also can use images to do a lot more, like controlling how shiny, glossy, reflective, bumpy or brightly lit some parts are. A final texture may well consist of many layers of fractal generated maps and image maps layered and adjusted to get just the right look for the material. Oh, and each model program is usually slightly different in how it's done. Just know that most complex models usually take as long in photoshop as they do in the model program before you're finished.
 
First you need to UV unwrap your 3D model. This, essentially, takes your 3D mesh and flattens it onto a 2D surface. You can save this map as an image file and use it as a template for your texture.

If your 3D software doesn't do UV unwrapping you could try the UV Mapper software (the "classic" version is free to download), but your software has to be able to import/export OBJ files.

The UV Mapper website also has some tutorials, which might be of interest whether you use the software or not. ;)

EDIT: Axeman beat me to it...
 
I had a tutorial for basic image map making on my old website, as part of a tutorial series on making a simple shuttlecraft with lightwave. If you go to the internet archives and then search for www.axeman3d.com in their wayback machine, you will find a copy of it is still available there. Select the last copy of it they have (Oct 2007 I think) and then go to the tutorials section of the site. You will find a couple of pages on image mapping the model with screen captures and illustrations.
 
Quite simple.
I personally don't use Photoshop to create textures.
I find it imprecise and a waste of time.

I just use my 3d modelling program for that (3dsMax).

Once I've made the mesh in 3d without textures, I render out the top/bottom/left/right view-ports in high res, then in a new scene, put those images in the background, make them visible, and use the modelling tools and procedural textures to create what I need.

Then I render out the finished textures in high res, apply them to the mesh using UV map modifier for proper alignment and that's it.
Sure, one would need to mess around with the material editor a bit to get it right, but that's how I did it with my NX-01.
http://www.scifi-meshes.com/gallery/showphoto.php?photo=930&title=attacking-romulans&cat=all
http://www.scifi-meshes.com/gallery/showphoto.php?photo=857&title=at-warp-1&cat=all
http://www.scifi-meshes.com/gallery/showphoto.php?photo=853&title=earth-orbit-1&cat=all


As for windows ... I usually model those into the mesh itself (unless you are dealing with a 3d mesh as large as a Star-base - in which case, texturing the windows onto the hull would be prudent).
You have to pick a standard size for the Windows and then copy it numerous times until you reach a desirable amount (although to be honest, booleaning or cutting them into the hull can create mesh errors and sometimes require cleanup).
 
If you are not already a member then please register an account and join in the discussion!

Sign up / Register


Back
Top