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georgeashby123

Texture on custom model broken.

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I recently managed to get a simple model ingame, which i textured using arma 3 object builder. For some reason it has this weird bug which makes it different shades on each half. Does anyone have any idea why this is happening?

 

 

Ingame Screenshot: http://images.akamai.steamusercontent.com/ugc/261595156265572710/BC70717C19603B267409CFA625C33A4D1C113AD4/                  (Ignore the error at the top)

 

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It looks like you mirrored your model.  Is the issue present on the other side?  Can you post your texture?

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It looks like you mirrored your model.  Is the issue present on the other side?  Can you post your texture?

These are the textures i applied to the different parts of my model, these were applied using oxygen 2.

 

Material 1: https://gyazo.com/9e3455701dfa111dcdce975452c6e516

 

Material 2: https://gyazo.com/d98d20ef941dafbc8525ee53862aa6f4

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never have lighting on your texture it makes it look shitty in game, thats what a specular map is for. Only use Material 1

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If you're using Oxygen it isn't very efficient at creating 3d models.  I would suggest you take a look at Blender, a free 3d program with plenty of learning resources.

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To me it looks like your wallpaperm.paa texture is not tiled so you're getting bad seams.

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Avoiding seams is hard to do, unless you have either flat shading across the seam or you're willing to paint it out directly on the model.

 

If you're sticking with an image editor only, like GIMP or photoshop then make the area near the seam as flat as possible. By that I mean keep the exact same colour values on either side of the seam.

 

If you were willing to try the other method, which is far more interactive, then you can paint out any seams directly and see the results in real-time. Programs like 3d coat and substance painter can do this. Or if you're strapped for cash, as Delta Hawk suggested, try Blender. It's the more effective method of the two.

 

What ever you decide, try to keep your textures free of obvious light sources. They'll only look decent from one viewing angle. Also keep the "texture" (Basic patterns) consistent.

 

The idea is to let the diffuse, also known as a color map, take care of exactly that. The general colour. You can enhance indented areas, or add things like paint chips or dirt. But try to keep it to a minimum. Especially highlights. That's taken care of by a specular map. Use that to define the relative gloss or roughness of the material.

 

It'll be easier to understand what's going on if you don't use the terms "texture" and "material" interchangeably.

Think of a material as a "container". Into which you slot your different textures. The color map, normal map, ambient occlusion and specular. Each of these takes care of a different aspect of the material. You can if you like just use a diffuse texture. Although it won't look very interesting, and may not sit well in the game environment.

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Avoiding seams is hard to do, unless you have either flat shading across the seam or you're willing to paint it out directly on the model.

 

If you're sticking with an image editor only, like GIMP or photoshop then make the area near the seam as flat as possible. By that I mean keep the exact same colour values on either side of the seam.

 

In Photoshop one of the filters is the "offset".  Make the vertical and horizontal values half of your texture size   So for example if your texture is 1024x1024 make the offset values 512x512  Then you'll be able to see how your texture will look when it is tiled. Use the patch or heal tools to correct this.  Be sure your image is cropped to the correct size or the offset filter will not work correctly.

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