Random WIP 2006-2011 - Page 107

Random WIP 2006-2011

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Random WIP

Post by smoth »

keyboard trays are bad, as is a big divider in the middle. You can gain shelf space by making a moniter stand with shelfspace for your games underneath it.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Random WIP

Post by AF »

Widescreen monitors would die a lonely death
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Pendrokar
Posts: 658
Joined: 30 May 2007, 10:45

Re: Random WIP

Post by Pendrokar »

I need help. I once went through the stickied 3DS MAX UV mapping tutorial. There his bounding box is in the needed aspect and the Unwrap uses the bounding box(It ignores spherical/box/planar map) for normal mapping.
My problem is that the bounding box is in a wrong angle!
This is the model - http://img189.imagevenue.com/img.php?im ... _523lo.JPG
The gun is pointed parallely to x axis. But the Bounding boxes sides are not!
How can I use the 6 side(Box) mapping in another way than the bounding box?? Or how can i turn the bounding box?
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Random WIP

Post by smoth »

I could uvmap that in wings including import and save within ~5 minutes :P.

also, I'd use planar mapping on that one anyway.
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Wolf-In-Exile
Posts: 497
Joined: 21 Nov 2005, 13:40

Re: Random WIP

Post by Wolf-In-Exile »

You rotated the thing outside of Editable Poly mode so the bounding box rotated also.

Make a new object, attach your part to it in editable poly mode then detatch it to reset the bounding box.
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Pendrokar
Posts: 658
Joined: 30 May 2007, 10:45

Re: Random WIP

Post by Pendrokar »

Wolf-In-Exile wrote:You rotated the thing outside of Editable Poly mode so the bounding box rotated also.

Make a new object, attach your part to it in editable poly mode then detatch it to reset the bounding box.
Well yeah that works!
Thx!
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Random WIP

Post by rattle »

Peet wrote:The vertical board in the centre of the desk would drive me nuts in about 30 seconds, personally.
Literally
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Random WIP

Post by KDR_11k »

Wolf-In-Exile wrote:You rotated the thing outside of Editable Poly mode so the bounding box rotated also.

Make a new object, attach your part to it in editable poly mode then detatch it to reset the bounding box.
Er, Reset XForm?
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Wolf-In-Exile
Posts: 497
Joined: 21 Nov 2005, 13:40

Re: Random WIP

Post by Wolf-In-Exile »

For some strange reason Reset XForm doesn't always work properly for me, the solution I suggested works no matter how much you fug up the model.
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Pendrokar
Posts: 658
Joined: 30 May 2007, 10:45

Re: Random WIP

Post by Pendrokar »

I'm learning!
- Image

The bad thing with the TexPorter used like said by the tutorial is they missed pixels which lead to non-textured lines! Do I really need to make the parts in the image textures larger than the outlines?
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Wolf-In-Exile
Posts: 497
Joined: 21 Nov 2005, 13:40

Re: Random WIP

Post by Wolf-In-Exile »

There will be bound to have inaccuracies with any texture exporter. This is because vector-based UV mapping doesn't translate 100% accurately to raster (bmp, jpeg etc.) formats.

So yes, you have to make allowance for the 'stray' pixels. A margin of around 3 pixels or so should be sufficient.
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MR.D
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Joined: 06 Aug 2005, 13:15

Re: Random WIP

Post by MR.D »

Ah the joys of Texporter :-)

Texporter offsets 1 pixel when edge lines and polygon fill are separated, ala, 1 pixel offset from top left when using edge lines only, and 1 pixel offset from bottom right when its polygon fill only.

Use polygon fill+edges for your main texture layer, because its overlayed and you don't get the pixel offset.

If you scale your textures down like I do from 1024x1024 down to a 512x512 as the in-game texture, flooding 1 pixel out from the uvw border is necessary to eliminate blank edges.

When you start overlaying your texture, select all of the 0-0-0 black areas, then invert your selection (so the actual uvw filled area is selected) then expand by 1 pixel so it floods 1 pixel out from the border of the uvw, then you have zero chance of an empty space showing on the texture.

With all my texture work on my models, I've never had a blank pixel yet by using this method.
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Re: Random WIP

Post by rattle »

Get the PSD path wrapper plugin, it exports the UVs as accurate path! :P
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Random WIP

Post by KDR_11k »

1 pixel isn't much when you consider mipmaps.
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Random WIP

Post by Pressure Line »

Image

modeled from

Image
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clumsy_culhane
Posts: 370
Joined: 30 Jul 2007, 10:27

Re: Random WIP

Post by clumsy_culhane »

What moddeling program is that? Looks a bit like Sketchup.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Random WIP

Post by Warlord Zsinj »

It feels like you're missing some important geometric elements there, pressureline, specifically with the turret shape.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Random WIP

Post by Gota »

Unfortunatly this looks like a lazy attempt.
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: Random WIP

Post by Guessmyname »

I tried to make a heavy infantry combat suit for Argh. Unfortunately, the concept he gave me was too good (he didn't draw it, incidentally). The result is something I'm seriously considering turning into a HL2/UT04 player model:

Image

Image
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Random WIP

Post by bobthedinosaur »

thats awesome gmn :-)
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