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Moving on to the shoes
Open the UV Rendered texture for the shoes and set it up just like the others (set the UVs up on their own seperate layer, rename it, and save the file as a PSD). Set up a material in max for it and assign it to the shoes. Once again, the photo ref you can find will play a big role in getting a good result. With the shoes, I laid down a base from photo ref, but ended up painting over almost all of it, using the photo base as a reference and color pallete.
![]() Click to enlarge Pretty basic idea - just copy the reference images, move, rotate and scale them so that they're located as close as possible to where they need to be.
![]() Shoes are a prime example of Liquify being super-useful. Go to Filter > Liquify and nudge, push, and pull the shoe so that it more acurately matches the UVs. You'll need "Show Backdrop" checked, in order to see the UVs to match.
![]() Copy the other parts of the shoe into place, use the clone stamp tool where needed and use liquify to get things into place better. Once you have the whole shoe covered in texture, check 3dsmax to see how things are lining up. Because of the way the UVs are setup you are going to have a very noticable seam along one side of the top of the shoe. This is someting you'll need to take into account as you continue to work, and when you're painting over the reference images. You'll have to make sure that the exposed edge of the top shoe UVs matches the side that's connected to the rest of the shoe.
![]() For the bottom of the shoe I once again used the Liquify filter to get it to actually line-up with the bottom shoe UVs. Once I was done with laying out all of the shoe's base textures I filled the background layer with a dark grey from the shoe and created a new texture on top of everything (but below the UV reference).
![]() Okay, once again I used the paintbrush tool with a solid round brush, and opacity set to around 50%. I used a larger brush at first to get in some larger areas of color on the trouble areas like the tops of the foot, and the toe of the shoe. I used a smaller brush (usually size 2 or 3) from then on though. For the seams I highly recommend going on another new layer and after you've painted in some of the seam edges, do a Filter > Sharpen > Sharpen on them and you'll get good results. To get the noise I want in the final texture, I used a lot cross-hatching sort of coloring. I also painted in the laces manually myself. Remember to pay attention to the exposed seam and make sure it lines up correctly in 3dsmax.
![]() ![]() When I was satisfied with the texture, I flattened it and scaled it down. The image that I created my texture at was 256x256 but my final image was half that. Image > Resize Image and change the values to 128x128. Now I applied a Sharpen (Filter > Sharpen > Sharpen) and saved it as a .tga file. The shoe geometry is much smaller then the rest of the model so it really doesn't need a texture the size of the rest of the parts, but I still prefer to make the texture at a higher res and then size it down to get in more detail.
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Setup
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