Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

Customize your game
Create new vehicles, landscapes, buildings,..
keng 14 6 Aug, 2024 @ 3:24am
How do you create the textures map?
Yes, I'm talking about this big DDS file, which contains all our windows, doors, walls, roof.
When I texture in Blender, I can see the result and change texture size or surface scale at any time. And of course I can use different images for different surfaces.
But for the game I have to FIRST create the image with all textures.
How? How am I must to guess the sizes and scale? My last attempt ended up with a wall of a two-story building composed of 20 huge bricks. Oh, and what about repeating or texture filling? In that case I have to manually glue 140 repeats of the images together to completely cover the surface?
Please share your experience. Maybe there is some guide that I have not found? I'm only interested in the logic behind creating this file.
< >
Showing 1-9 of 9 comments
keng 14 6 Aug, 2024 @ 3:38am 
Originally posted by vajeeking:
maybe youtube
No, I'm not talking about bump/normal mapping and not about texturing in Blender. The only question is creating the DDS file itself.
vajeeking 26 6 Aug, 2024 @ 3:47am 
I use paint .net https://www.getpaint.net/ its pretty easy to use to create dds ,choose save format BC1 (Linear, DTX1) for normal texture.,
If creating map (landscape) texture save format need to be R32 (Linear, float)
in other ways you can use png save it format dds.
if you like use normal map that is nice site https://www.smart-page.net/smartnormal/
or https://cpetry.github.io/NormalMap-Online/
Last edited by vajeeking; 6 Aug, 2024 @ 4:44am
keng 14 6 Aug, 2024 @ 6:13am 
Originally posted by vajeeking:
I use paint .net
Okay, that's all clear. Look, you've finished modeling in Blender, you have a ready model. Now you need to apply textures. You make a UV-layout and...? What are your next steps?
Do you just create a new PNG file, put in it images of brick, tile, glass and concrete textures, without looking at the sizes, proportions and scale? Or do you export a ready UV layout and, based on it, adjust the size of the bricks and tiles to the existing faces?

I just don't understand it. It's a hell of a job trying to guess what size a brick image should be to make it look natural. And if I get it wrong, I have to go back and redo the whole texture set.
vajeeking 26 6 Aug, 2024 @ 6:34am 
I not know if any help, but Raysione have some blender tutorial https://www.youtube.com/watch?v=mTDwBnhu_tE
keng 14 6 Aug, 2024 @ 7:33am 
Originally posted by vajeeking:
I not know if any help, but Raysione have some blender tutorial
Thank you! I just found the OffTheRails channel yesterday and it calmed me down a bit.
Stele 2 6 Aug, 2024 @ 8:18am 
I tend to map my thing with uniform UV density pack the map and then start painting.
But you can also map your building with dozen tiled textures to see result, then create second UV layout with single atlas and bake your texture. In both cases you require edges for seams on tiling surfaces.
keng 14 6 Aug, 2024 @ 9:07am 
Originally posted by Stele:
But you can also map your building with dozen tiled textures to see result, then create second UV layout with single atlas and bake your texture. In both cases you require edges for seams on tiling surfaces.
Yes, that's what I want to do. I just don't know yet how to optimize this process so that it doesn't take three days. I realize I'm doing a fairly simple thing in a very complex way.
Stele 2 6 Aug, 2024 @ 9:11am 
Well, experience comes with practice. First time you will overthing every step and it will take long, but better that way, than butchering it and having to start over.
< >
Showing 1-9 of 9 comments
Per page: 1530 50