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Re: Space Bugs Collaboration
Posted: 22 Dec 2010, 06:09
by bobthedinosaur
importing 3ds into blender? or UVing in blender?
Re: Space Bugs Collaboration
Posted: 22 Dec 2010, 06:19
by Wombat
both. well, uvmap is messy coz of technique used, very confusing for the first time. blender4life yoooo
@ picasso - plz share this brownish texture, its so damn tasty
Re: Space Bugs Collaboration
Posted: 22 Dec 2010, 07:51
by KaiserJ
2nd image is a thumb
wombat is smoking the good stuff i guess XD
Re: Space Bugs Collaboration
Posted: 22 Dec 2010, 07:59
by Wombat
holy shit man...
Re: Space Bugs Collaboration
Posted: 22 Dec 2010, 08:01
by smoth
wow
Re: Space Bugs Collaboration
Posted: 22 Dec 2010, 08:42
by bobthedinosaur
nice kaiser
Re: Space Bugs Collaboration
Posted: 22 Dec 2010, 14:46
by PicassoCT
KaiserJ wrote:im doin the one with the rhino horn
Horny for the Rhino
Post Pictures
edit: Sorry, was tired & backfromwork, didnt saw the third page, now im awake, seeing kaisers pictures, and waiting for the s30 to be handed over.
Also Kaiser: ProTip for the Texture, take it to the Shop, Duplicate the Layer, Withdraw all Colour from the duplicated Layer (Basically Greyscale) - set on Hard Light, add Plastic Wrap - Shift+ F that Wrap to around 56 %, try out witch setting fits the best (Multiply/Screen)..
Only Wrap makes Aliens really slimy.
PS: Is that a bumpmap i see there, or am im seeing things. Man, i should go to bed.
Re: Space Bugs Collaboration
Posted: 22 Dec 2010, 18:19
by KaiserJ
oompa loompa loomptity doo
yes theres a bump map, that's very true
specular and bump only ^
i will try this plastic effect though that you describe; specular and bumpmap there (well, cavity map, but it can be made a normal map... im not the kind of sick fuck that's able to draw normal maps by hand)... ideally my aliens will be as slimy as possible
ofc i can't actually do plastic... i dont have the shop... iirc its a combination of saturation and contrast increases?
Re: Space Bugs Collaboration
Posted: 22 Dec 2010, 19:35
by PicassoCT
No the plasticwrap - is a sort of simulated overlay of a thin plasticwrap.. post texture, and i do it.
Blender complains i have no python installed. If Python is not installed- what is this? Obviously we do not talk about the same Python. So i got to play Monty Python while running Blender? Or do i require the Blenderbender?
May the source be with you.
Also drawing normal maps by hand is not that hard, as many imagine it. Just got to the shop, duplicat a shape (Most texturing involves polygonal shapes anyway, so no additional work invulvaved - oh, noes, invalved) Now, lets make that Layer blue, ad bevel&emboss 3dimensional patterntexture, set light to green from above, and shadows to red from below, play around till it fits, will never be as delivered by nvidia tools but hey, hand is not always that good, when you ve got to bend your mind to see the result.
Re: Space Bugs Collaboration
Posted: 22 Dec 2010, 21:18
by bobthedinosaur
ah yes. you have to set up the right directory
i forgot how to do it but there are tutorials online for setting up blender's directory system so it can find your python files.
this maybe? :
http://blenderunderground.com/forums/vi ... php?t=2078
Re: Space Bugs Collaboration
Posted: 22 Dec 2010, 23:11
by Wombat
kais can i haz screenie without specular ? i dunno why its so popular recently to make shiny, candy models :/ or just less specular plox
Re: Space Bugs Collaboration
Posted: 23 Dec 2010, 00:04
by KaiserJ
PicassoCT wrote:texture
unflattened texture is the attachment
Wombat wrote:screenie
diffuse texture only. looks like shit.
Re: Space Bugs Collaboration
Posted: 23 Dec 2010, 16:03
by PicassoCT
Its a good texture Kaiser, but.
1. The eyes, they are to red, to glowy...
On the other side, im infamous for my to dark maps and textures. So this is taste..
2. Organic innards look fantastigeric, but the yellow chitinplates dont look real enough. They are - to new, they are not sunbleached, not scratched, not bled und foodspread upon. Everything you paint has a internal structure, and with age, and wareiness it becomes visible at least in some spots.
Requesting allowance to mess with the texture...
May take some time before ill be back. Lots of work, and stuff.
Re: Space Bugs Collaboration
Posted: 23 Dec 2010, 21:52
by KaiserJ
ofc you can have a muck;
i was thinking about snake scales partially peeled off when i made that texture
heres mah model etc
edit: bonus points if you can save it as layers, so we can copy the styles later for other bugs
Re: Space Bugs Collaboration
Posted: 23 Dec 2010, 22:50
by Wombat
screenie foo
Re: Space Bugs Collaboration
Posted: 23 Dec 2010, 23:15
by KaiserJ
wombat do one
Re: Space Bugs Collaboration
Posted: 23 Dec 2010, 23:20
by Wombat
office pc :c
Re: Space Bugs Collaboration
Posted: 24 Dec 2010, 00:36
by bobthedinosaur
UV map works great
I just dont know what to do about the team color
(no shadow b/c it was taken form my laptop which has no shadow capabilities!)
Re: Space Bugs Collaboration
Posted: 24 Dec 2010, 01:30
by KaiserJ
sweeet. looks better ingame than in max, thats for damn sure
teamcolor can be done easy; lets see what picasso comes up with first tho
did you make my cavity map into normals? what am i seeing there in terms of applied textures
edit: which to try next?
Re: Space Bugs Collaboration
Posted: 24 Dec 2010, 01:50
by Wombat
seriously, stop ruining models with teamcolor, use gundam-a-like damn it