I would suggest you learn to UV map or hand over the job to somebody else. 3do models arent needed and only provide a future problem when they have to be retextured to create s3o versions.
Joined: 05 Oct 2005, 14:29 Location: The Netherlands
Oeh I really like it :)
Alantai is right, I suggest you make the unit in s3o. learning to UV map isn't hard. and eitherway there are people willingly to do it for you (I for example can see to it this week).
Aside from that make a few distinguishing changes to the geometry to make it a little more obvious that the HLT has been remodelled and not just retextured.
Yeah, im trying to learn to UV map. This model was pretty complicated for a beginner so I decided to try something more simple, im retexturing the LLT in s3o. Hopefully it doesnt suck as bad as the sentinel...
Joined: 01 Jun 2006, 12:15 Location: Banned user for reason “Do not post pictures of people fucking cars”
As you can see there are lots of similar UV coords. What you really should do is to have duplicates share the same UV space (flip/mirror them if necessary). You can get that texture probably down to 256x256 without scaling anything down.
It's generally a good advice to delete anything which can be duplicated before UV mapping and create copies when it's mapped.
Something else you should watch out for is to leave enough spacing. I usually overdraw anything by at least 2 pixels to each side to prevent nasty outlines on mipmaps and in general.
Anyway I quite like the turret stand. Anything above needs work :)
As you can see there are lots of similar UV coords. What you really should do is to have duplicates share the same UV space
How exactly do I go about doing this? Do I delete all similar faces in the UV map and copy them to the old location once its done? I cut and pasted many different faces in the UV map above.
Joined: 01 Jun 2006, 12:15 Location: Banned user for reason “Do not post pictures of people fucking cars”
You move UV coords which could share the same texture location above each other on the UV map.
I don't know what you used for UV mapping. I normally use a function in wings' UV mapper to move UV coords which should share locations to the center so they overlap each other perfectly. Then I drag them to where I want them in the end. You may have to flip, mirror and rotate some of them (be careful that they face in the same direction in the end).
I'd have cloned the feet for example. If you turn them around the global center Y axis they're back in place in no time.
here is a tank that I made, look into the earlier section, it is high poly, at 722 polygons, so it's not cheap, but a decent replica of his work, if you want it, I can give you this basic version. I may release an S3O version, when I figure out UV mapping from Wings. Do I just export each object, or the whole thing, because lining up 25 tred pieces is going to be a pain. And also, I have a good idea for the new Thud, make the turret a double sided rotater, like the turrets in The Lost Legacy, gives it a unique look and it can get overbuilt more to look more proportional.
As usual, my imageshack is angry, so it's a smaller image.
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