[PIGMI] Texturing software

Steven Webb steven.daniel.webb at gmail.com
Mon Apr 4 16:25:15 PDT 2011


Cheers guys. I'm going to have a play around with the different 
suggestions and see what works best for me.

Steve.

On 04/04/2011 11:45 PM, Cameron Royal wrote:
> Yeah Joel's right, if you are serious there are heaps good tools for 
> texturing models - some others:
>
> http://usa.autodesk.com/adsk/servlet/pc/index?id=13565063&siteID=123112 <http://usa.autodesk.com/adsk/servlet/pc/index?id=13565063&siteID=123112>
> http://www.pixologic.com/home.php
> http://www.luxology.com/modo/
> http://www.nevercenter.com/silo/
>
> Something else you might want to keep your eye on is procedurally 
> generated textures. The tool is bit naff but the technology behind it 
> and the end result is very cool, you might call these the texturing 
> tools of 2011+
>
> http://www.allegorithmic.com/products/substance/designer
>
> Cameron Royal
> *www.sandboxsoftware.net* <http://www.sandboxsoftware.net>
>
>
>
> On Mon, Apr 4, 2011 at 10:15 PM, Joel Blackwell <joel at superfurious.com 
> <mailto:joel at superfurious.com>> wrote:
>
>     "...tweaking of textures is done using some combination of
>     Photoshop and Max / Maya / XSI etc"
>
>     That's the year 2000 method.
>
>     If you're an artist, buy 3D Coat. There's a Linux version (beta).
>     If you're only capable of programmer art, the Gimp method will
>     suffice ;)
>
>     -Joel
>
>
>
>     On 4/04/2011 2:55 PM, Cameron Royal wrote:
>
>         It all depends on why you are making a game.
>
>         Definitely try Unity if you just want to create and publish a
>         game on
>         any of the platforms it supports.
>
>         If however you are studying programming and are interested in
>         learning
>         more about the internals of a game engine anything from the
>         maths /
>         geometry libraries to physics, graphics, networking, sound etc
>         then
>         writing everything from scratch can be extremely rewarding and
>         educational. Just realize that going down this path will
>         likely mean you
>         get a pretty dodgy game at the end of it, or it takes so long
>         that you
>         never finish / publish / profit.
>
>         As for you original question, most games are going to have the art
>         pretty much done before it even hits the game engine so the
>         iteratively
>         tweaking of textures is done using some combination of
>         Photoshop and Max
>         / Maya / XSI etc. If you're doing it all yourself on linux
>         then you can
>         use something like gimp, and a refresh button like Sean
>         mentioned to
>         reload the opengl textures.
>
>         Taking this one step further, under linux you can use inotify
>         from the
>         linux kernel to monitor when your texture files change and
>         trigger a reload.
>
>         http://www.ibm.com/developerworks/linux/library/l-ubuntu-inotify/index.html
>
>         Hope that helps,
>
>         Cameron Royal
>         *www.sandboxsoftware.net <http://www.sandboxsoftware.net>*
>         <http://www.sandboxsoftware.net>
>
>
>
>
>         On Mon, Apr 4, 2011 at 2:41 PM, Paul Turbett (Black Lab Games)
>         <paul at blacklabgames.com.au <mailto:paul at blacklabgames.com.au>
>         <mailto:paul at blacklabgames.com.au
>         <mailto:paul at blacklabgames.com.au>>> wrote:
>
>            +1 for Unity
>
>            Don't waste time writing a game engine these days, unless
>         the game
>            is based
>            on some super experimental tech ideas, or you are working
>         on a platform
>            Unity doesn't support. Or you are using Linux. :(
>
>            L8r, Paul
>
>            -----Original Message-----
>            From: pigmi-pigmi.org-bounces at lists.pigmi.org
>         <mailto:pigmi-pigmi.org-bounces at lists.pigmi.org>
>         <mailto:pigmi-pigmi.org-bounces at lists.pigmi.org
>         <mailto:pigmi-pigmi.org-bounces at lists.pigmi.org>>
>            [mailto:pigmi-pigmi.org-bounces at lists.pigmi.org
>         <mailto:pigmi-pigmi.org-bounces at lists.pigmi.org>
>         <mailto:pigmi-pigmi.org-bounces at lists.pigmi.org
>         <mailto:pigmi-pigmi.org-bounces at lists.pigmi.org>>] On Behalf
>         Of Simon
>            Wittber
>            Sent: Monday, 4 April 2011 12:01 PM
>            To: pigmi at pigmi.org <mailto:pigmi at pigmi.org>
>         <mailto:pigmi at pigmi.org <mailto:pigmi at pigmi.org>>
>            Subject: Re: [PIGMI] Texturing software
>
>            On Mon, Apr 4, 2011 at 11:40 AM, Michael B <michael.sg
>         <http://michael.sg>
>         <http://michael.sg>@gmail.com <http://gmail.com>
>         <http://gmail.com>> wrote:
>         > I've never seen a game being able to refresh a texture when it
>            has been
>         > modified outside its program, but im sure it wouldnt be too hard
>            to make a
>         > button that refreshes / reloads all models in a game.
>
>            Unity3D does it, automagically. It detects any asset
>         changes made
>            outside the editor and reloads them. Models, textures, audio,
>            whatever.  And it is free of charge to use.
>
>            -Sw.
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