Random WIP 2006-2011 - Page 132

Random WIP 2006-2011

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

Moderators: MR.D, Moderators

User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Random WIP

Post by Argh »

Yes. I need them all on one uvmap.
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Random WIP

Post by Hoi »

I'm talking about the models :wink:
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Random WIP

Post by Argh »

Er... yeah. I guess I'll just see what I get in my PM inbox, lol... I gotta sleep, it's 2AM and I can't even see straight...
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Random WIP

Post by Hoi »

Okay, I finished the crates.

Dark crates:

Image

Medium crates:

Image

Light crates:

Image

Heh, I really like them, all on one 512x512 map.
e: It looks like I broke the normals, but I didnt, so don't worry
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Random WIP

Post by Warlord Zsinj »

They could use a bit more wear and tear I think, Hoi, as well as a dropped shadow around the rim of the frame to emphasize the level change there. Don't just paste those cgtextures on, you've got to think about how they'd behave in their applications as well!

Also, if you're going to use the same texture for all sides, try to avoid very obvious marks that make this replication obvious. This is most visible on the largest version of the lightest crate types.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Random WIP

Post by smoth »

that is all well and good for an FPS but not for an rts. At a distance the lines are not strong enough. Combined with the lack of shadows you have a tan blob
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Random WIP

Post by Hoi »

Image

Well, not blobs, but it should get improvement, I'll try to make it better.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Random WIP

Post by rattle »

GMN wrote:you can get away with sizes like 64x64 or 32x32
I also recommend going much lower than what you're currently at, because you don't need that much detail ever.
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Random WIP

Post by Hoi »

Image

How should I animate the tank tires?
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Random WIP

Post by Argh »

To make the treads appear to move... the easiest way to do that is with a series of treads that are all in the same position, but are offset on the uvmap. Then you just use show/hide in the BOS to achieve the visual effect of motion.

I've done something more complex, with the real-3D tracks on a couple of things in P.U.R.E.- there, I used a track where all elements share the same uvmap space, but I have built arrays of tracks, where the first element of the array was offset a certain distance. It's probably not possible to do this in Wings, as it doesn't support curves to use on a path, among other issues.
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Random WIP

Post by Hoi »

offset? and how much of them would I need?
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: Random WIP

Post by Guessmyname »

3 is a good number
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Random WIP

Post by smoth »

it depends on the size of the treds. feel free to look at the t61 in gundam rts hoi.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Random WIP

Post by rattle »

This depends on the repeating pattern for your tracks, your texture's size and cycles. I generally use four cylces (1-2-3-1...), a repeating texture of 16px*??px and offset them by <total_width>/(<total_width>/cycles)/<texture_size>, i.e. 16px/4px/512 which is an offset of 0.078125 units. Offset one copy, then use d to repeat that (saves time).
Remember to preview the animated bits by hiding and unhiding the cloned objects.

This is what it looks like when it's properly done:

Image
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Random WIP

Post by Hoi »

Wait, Wait, what's offset?
ps: those both go in a diffrent direction :wink:
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Random WIP

Post by rattle »

That was on purpose because my animation script changes directions when the unit turns.

Offset as in move the UV by x units.
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Random WIP

Post by Hoi »

so I have 4 overlapping faces and then I move #2 down by <total_width>/(<total_width>/cycles(4))/<texture_size>

Is the total width from those faces? And how do I move something absolute in the uv editor? or am I supposed to move it in the model itself?
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Random WIP

Post by rattle »

There's a move function, hit tab to enter absolute values. No you don't move the object by itself.
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Random WIP

Post by Hoi »

Ah, I was to stupid to think that tab would also work in the UV editor :S
User avatar
Elkvis
Posts: 222
Joined: 03 Nov 2006, 05:18

Re: Random WIP

Post by Elkvis »

Hoi wrote:Image

How should I animate the tank tires?
That tanks got style.
Locked

Return to “Art & Modelling”