Slaher Remodel

Slaher Remodel

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rattle
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Slaher Remodel

Post by rattle »

My first try at a unit. Needs some animations...
Critics are welcome.

Image
Image
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Last edited by rattle on 14 Jul 2006, 07:17, edited 1 time in total.
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Maelstrom
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Post by Maelstrom »

Its a good model, but it really needs a better texture. s3o the thing, and it will be great.
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Zoombie
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Post by Zoombie »

It looks a little odd far off, but I like the opening flap thing.
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rattle
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Post by rattle »

I tried to do a proper UV map but I failed cause I suck at it. Then I tried to texture it via 3DO Builder and I failed 5 more times, thanks to UpSpring's poor 3DO Support (can't rotate textures, textures missing even though they're included in 3DOB). If anyone can tell me how to do proper UV maps (I've got lots of mirrored faces, so they could share textures) without too much hassle, I'll make it s3o.
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Das Bruce
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Post by Das Bruce »

:cry:

That doesn't look anything like the slasher! Its a sub-cavedog quality remake of a completely different unit!

Slaser == Missile Truck. Try again and improve or forever hang your head in shame.
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rattle
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Post by rattle »

Well I should change the topic to remodel then. I never liked the looks of the Slasher.
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Das Bruce
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Post by Das Bruce »

Well at the moment yours isn't better in any case. If you're going to remodel, then at the very least use s3o.
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SwiftSpear
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Post by SwiftSpear »

Bruce is being a bit mean, but he's an excellent modeler and he really is right.
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FireCrack
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Post by FireCrack »

I have to agree, that looks nothing like the slasher, too many differences to list...
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Zenka
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Post by Zenka »

Heh it's not much like the slasher, but the model is fine.
Indeed the texture is not very good.
I could UV map it for you, but my texturing isn't brilliant as well. And to work with someone else's UV-map: well, I couldn't do it.
Just be brave, take an tutorial for you program and learn ^.^
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rattle
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Post by rattle »

It's not that I can't produce UV maps, they just suck e.g. lots of wasted space etc. I've been using Wings and UVMapper for that but oh well, I might even read up some tutorials. Texturing isn't that difficult, got some PS experience. Just as I said, I intended it to look different. But for your sake I'll scratch the Slasher part as well :-)

By the way this was my second model ever.
krychle
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Post by krychle »

rattle: what soft you are using to modeling and unwraping? there are some rules how to create tgood texture ... but you need to know unwtraping funtctions in your soft.

i'm using 3ds max, and best function i useing for unwraping is "Unfold mapping" method "Walk to closest face" this keep the faces in right shape.

If you change shape u will ged some disortion for it, u can see the disortion on 3do model "solar collector" in Spring, becouse it derivate quad to 2 triangles (this is normal operation not only spring error) look at solar panels on arm solar collector.

and then you can also use any of texture as many times as u needed, you can also mirror faces to use texture on model wich is symetric.

im creating models "Battle support units", and if i fix problem with smooting in Upspring i will explain some texturing techniques, im not good artist, but i can make good unwrap...
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Snipawolf
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Post by Snipawolf »

Interesting, anyhow s30 textures aren't hard :P

You should see my death stinger, I already modified almost everything

I chopped his tail down to one piece and made his body the same, killed out all of the other claws and stuff then uvmapped and it took about 1 or 2 hours to get it all :mrgreen:

It's not hard, just give it a few more shots, believe it or not I did my texture in Paint, yep average little paint, I just kept a screenshot of my model and it's uv and switched every once and a while to stay on track
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rattle
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Post by rattle »

I've been using wings, projection segmented unfolding. I'll give it another shot tomorrow... I've done it before but that model ended up using three 2048x2048 textures :roll:
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Snipawolf
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Post by Snipawolf »

Three o.0 Hold on I will post what I made my death Stingers stuff with :P

This is all for now, not sure what else I should use....

Image
krychle
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Post by krychle »

rattle wrote:I've been using wings, projection segmented unfolding. I'll give it another shot tomorrow... I've done it before but that model ended up using three 2048x2048 textures :roll:
too big textures, too much for strategy!!! dont use it, you can resize it after, but you will lose detail.

use 512x512 maybe 1024x1024 for big and rare models. look at "The Star Wars Spring Eyecandy Thread" there are nice models by Vassago, he used 512x512 textures, and go to his portfolio page, he has textures from models here.
krychle
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Post by krychle »

Snipawolf wrote:Three o.0 Hold on I will post what I made my death Stingers stuff with :P

This is all for now, not sure what else I should use....

Image
waste of place :) all blue faces can be 1x1 pixel big on texture :)) i think you will do more detailed texture.

and guys look at some tutorials for making textures, try cgtalk.com or something. or use google.
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Snipawolf
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Post by Snipawolf »

:shock: I know, I will add a lot more stuff If i can think it up for my uber skorpion

Edit: It's normally in the window 512x512 so I mean, it's nothing that will eat memory for now, I would just like to add more to it :P
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rattle
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Post by rattle »

krychle wrote:
rattle wrote:I've been using wings, projection segmented unfolding. I'll give it another shot tomorrow... I've done it before but that model ended up using three 2048x2048 textures :roll:
too big textures, too much for strategy!!! dont use it, you can resize it after, but you will lose detail.

use 512x512 maybe 1024x1024 for big and rare models. look at "The Star Wars Spring Eyecandy Thread" there are nice models by Vassago, he used 512x512 textures, and go to his portfolio page, he has textures from models here.
Seen them, they're awesome :-)

I've done the UV map now, will texture it tomorrow.
I'm learning how to do it proper yeah. Intend to use 512x512 or 256x256 textures, depending on how much detail I want. The UV map is nice now anyway, with lots of mirrored faces (thanks to Arghs little spider tutorial) and only little space is wasted.

Is there some program to optimize UV maps?
E.g. automatically resize faces to use unused space? Tried uvmapper, lithunwrap and the built in UV mapper in wings but I'd have to do it manually in each which is very time consuming (because I fuck things up easily).
krychle
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Joined: 01 Jul 2006, 00:09

Post by krychle »

rattle wrote:
krychle wrote:
rattle wrote:I've been using wings, projection segmented unfolding. I'll give it another shot tomorrow... I've done it before but that model ended up using three 2048x2048 textures :roll:
too big textures, too much for strategy!!! dont use it, you can resize it after, but you will lose detail.

use 512x512 maybe 1024x1024 for big and rare models. look at "The Star Wars Spring Eyecandy Thread" there are nice models by Vassago, he used 512x512 textures, and go to his portfolio page, he has textures from models here.
Seen them, they're awesome :-)

I've done the UV map now, will texture it tomorrow.
I'm learning how to do it proper yeah. Intend to use 512x512 or 256x256 textures, depending on how much detail I want. The UV map is nice now anyway, with lots of mirrored faces (thanks to Arghs little spider tutorial) and only little space is wasted.

Is there some program to optimize UV maps?
E.g. automatically resize faces to use unused space? Tried uvmapper, lithunwrap and the built in UV mapper in wings but I'd have to do it manually in each which is very time consuming (because I fuck things up easily).
some program can do optimize uv maps, but its better do it manualy, you can choose how big part of texture is on face, bigger part >>> more detailed, like bottom of unit.
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