I was wondering how builders on Roblox approach texturing on big buildings.
I have searched for many textures online and non of them are good quality. I also saw some tutorials on:
1.Using Photoshop 3d for texturing
2.Using Substance Painter
3.Using KeyShot
3.Using Quixel with Mixer
I’m not using any of them yet, I’ve come here to ask which one should I use(Maybe none) and why.
My main problem is, that I need textures for tall buildings, and that is tricky because if you detail them enough so that you don’t need textures for windows, then you at least need high quality materials for facade. If you don’t detail buildings, like they do in Jailbreak or Madcity or in any other game which uses Textures to imitate windows and other details, then you need high quality texture of entire building, or at least that’s how I understand it.
If you want to take a shortcut, there are plenty of free textures online that you can download and upload directly to the Roblox website, as well as plenty of free model asset kits provided by other users. Don’t worry about giving credit if you take your textures from a kit, as they will be public domain.
Just because something is free doesn’t mean you’re allowed to use it commercially. Always check the licenses to see if you’re allowed to put it in your game.
@Zabazz, I want to throw a texture on a mesh. I have plenty of 3d models, modeled by my Team, but obviously, with only solid colors they don’t look that good. So we thought, that we should create, or at least find good quality textures, for buildings to look good. We found some Skyscraper window textures, but they are all low quality and never match windows of our mesh.
Might not be a satisfactory answer, but…It’s generally an industry standard to UV map and texture your own models. If you have a custom mesh you’ll have to layout all the UVs to be able to properly texture it.
If you find textures that you like but don’t work you can always modify them to work, or attempt to create your own based off of that.
If you have access to Substance Painter, then that will probably be the superior option depending on the experience of your developers. It’s a professional PBR based texturing program that is designed solely for creating and blending materials and baking all the maps.
Depending on the detail you need though, you could also just export the UV map and fill in what you need in Photoshop.