Up until now, we have been working entirely with Modo and Photoshop to create our textures files. With a series of baked images, we have used the layering system in Photoshop to help craft a compelling network of images that helped us create photorealistic texture maps for our models. Integrating Photoshop into our texture pipeline allows us to control the placement and quality of specific images on our model, but this workflow creates a series of workflow problems when texturing larger objects, like buildings. This week, we are going to explore the process of creating tiling textures and apply them to our models in Modo. In addition to discussing the application of tiling textures, we’ll also explore how to create, place and align our UV Islands to support the tiling texture workflow.
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