I also took a stab at a method where you uv a plane, then use weird blender magic to transform it into a sphere. I've been messing with Blender's texture painting and that's working ok I can at least use it to block out landmasses and such and then fiddle more in another program, but it still leave ugly seams that I need to fix if I go up to the edge of the UV. Sorry, can you explain this or link to a video or something? I don't really understand what you mean.Īlso I'll check that tennis ball method out, that seems useful, thanks. Adding slight dirt and dust, then some final tweaking I add Sharpen filter, AO multiply and Curvature overlay on top of everything.I was thinking about this and one other method would be projection, if you can make a planet that looks how you want (possibly with geometry for landmass or something) then you can get a normal UV mapped sphere and project onto that to create the texture map. I started to add wood variation, varnish and create some edge damage on it, correct some stuff and implement alphas to create believable scratches and wear and tear. I’m highly relying on my references in the process. You just need to stop yourself tweaking base textures, because you could end up doing it forever and never get the desired result you want and in the end, drop it unfinished.įirstly, I just take my tablet and begin to hand paint color variations and with every new layer my asset comes to life closer and closer. At this stage, you need to be very patient and accept the fact that your result is quite ugly for now and this is completely normal! It was very hard for me to cope with before but now I know you since you have all these materials it’s only half the task, they are live and separate from each other and your second half of texturing work is to blend them together in beautiful harmony.
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