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Posted: 16 Jun 2006, 16:56
by Snipawolf
Still playing around with tattoo, but don't quite know how it all works, I'm going to search on main site and maybe google it
Posted: 16 Jun 2006, 21:16
by Sean Mirrsen
Basically you have to have a UVMapped model and have a blank texture material applied to that model. Having that, you load it into Tattoo. Immediately see the View->Show model warnings (or smth like that) dialog, it will tell you if anything's wrong. When everything's all right, you select brushes and just paint whatever you need. A special button enters "overlay mode" where you can draw not on the model, but on a surface before the model in high-res, disregarding the polygons. After you've finished, switch back to normal mode and the picture you've drawn will get applied to the texture of the unit. You can't rotate or pan in overlay mode, otherwise it functions a lot like Photoshop. A list of hotkeys can be found somewhere in the help menu. Also pay attention to the bottom "status bar", it shows what modifier keys you can press to do one or another thing. For example, when in Tattoo mode (applying decals), right clicking will bring up a dialog where you can load any image, including the TA textures.
Posted: 17 Jun 2006, 03:40
by Snipawolf
Thanks for the info,
Edit: Oh and there is one problem, wtf is UV mapping for, what is its purpose, Coloring is cool and all but, why do I need to do it?
Posted: 17 Jun 2006, 11:08
by Guessmyname
UV mapping assigns areas of a flat texture to faces on your mesh
In other words, you can't use the s3o format without this.
Posted: 17 Jun 2006, 11:21
by smoth
I have said it before.. but I'll repeat it...
textures are the skin of a model. In order for it to be placed on the model correctly it needs coordinates..
Imagine unpeeling an orange then laying all of the skin flat on a surface. painting the skin then glueing the skin back on. That is what uvmapping is.
Since it was requested earlier..
here is an example texture:
Here is the model that the texture goes to:
http://cs.selu.edu/~ssmith/gallery/g2da ... ective.jpg
see how it looks like I unpeeled the model onto the texture? that is what uvmapping does. It tells the model where it looks for what part of it's texture.
Posted: 17 Jun 2006, 16:22
by Sean Mirrsen
In a more imaginative way of speaking, imagine you smashed your model to individual faces and are making a jigsaw out of em. :)
Posted: 17 Jun 2006, 19:56
by Snipawolf
lmao @ Sean
Anyhow I guess I get it, heheheh, like a director for a current kinda, or like irrigation, except for textures
Ps: Yea my analogies suck, you gonna do something about!?
Posted: 17 Jun 2006, 20:28
by Sean Mirrsen
Technically, with a tool like this, you can get away with just an automapped UV map. Like Lightwave's Atlas mode in "make UVs". If you want to have a better detailed texture though, you'll have to conserve space - by clustering together similarly textured objects, and placing mirror-textured faces on the same spot.
Posted: 17 Jun 2006, 20:37
by smoth
I know several modelers do that but it is generaly bad practice in game modeling. Tools like deep paint and tatoo are nice and all. Part of the problem he will run into when he uvmapps like that is that he will have to find someone to texture it and most texture artists are going to want to bring it into photoshop and draw details by hand or paste on digitized bits.
Posted: 17 Jun 2006, 21:20
by Pxtl
Latest beta of Blender has a skinning system that makes UVMapping a snap. Just tried it on my own model. You just plonk some seams down on the model to tell it how to unwrap, run the unwrapping tool, and then moving things around and pin them un the mapping screen until you like it. Very quick and easy.
Posted: 17 Jun 2006, 21:22
by Snipawolf
0.o, I can like, uv my texture, or something like that, in Wings3d!
It looks pretty horrible, and I don't think it would look good in game.....

Posted: 17 Jun 2006, 21:26
by Snipawolf
FINALLY, I THINK I GOT IT! You uv map so you can see all the faces flat, then apply, a skin or texture, then its ready to go?
Posted: 17 Jun 2006, 21:34
by Zoombie
I don't think it looks that bad. Its just a little bland. And black.
Posted: 17 Jun 2006, 21:45
by smoth
FOR THE LOVE OF GAWD!
CROP!
Posted: 18 Jun 2006, 01:20
by Snipawolf
0.o Who is this gawd you speak of?
Anyways, my internet is being annoying right now, so I'll learn how to crop if the page ever loads
PS: I have Fast Access Dsl, or something like that, 350kb or so
Edit: lol, that's easy to do, I'll do it every time
Posted: 11 Jul 2006, 01:58
by Snipawolf
WOAH, a double post after all this time
Anyhow i am starting up again, I cannot escape my want for building a mod and having my (our) visions of units coming true :p
I have got a commander idea, a super unit idea, and both a light and heavy tank modeled
I was out of this for like teh past month

I guess I don't have too much time these days....
Edit: If anyone is interested, this is the *
SUPER* Unit I designed, planned on taking up about, 1/3 of the space at mediumish range camera
Teh red blob on top is my heavy tank
Oh and cropping is way too easy :p
Posted: 11 Jul 2006, 11:26
by Guessmyname
Pxtl wrote:Latest beta of Blender has a skinning system that makes UVMapping a snap. Just tried it on my own model. You just plonk some seams down on the model to tell it how to unwrap, run the unwrapping tool, and then moving things around and pin them un the mapping screen until you like it. Very quick and easy.
Wings does that, and it's interface is much, much simpler
EDIT: Tha- that - that's a big scorpion Snipawolf. Nice model, but good luck scripting it...
Posted: 11 Jul 2006, 14:31
by Min3mat
AWESOME. with a model like that you _MUST_ do some CRAZY scripting!!! =D
Posted: 11 Jul 2006, 16:37
by Snipawolf
Yeah its gunna be a killer, but I plan on doing some things first and things like this later, if I released him in the first version, with nothing remotely like that in the other two races...... BOOM!
Like here
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=5762
Cuz I mean, that tank was heavy and strong enough to do some damage, anyhow I am planning on getting my devopment document going soon, some of these ideas, I just lose em too fast
Anyhow more on the mod and me trying to get a human commander and skins/textures and all for it, and getting all the level 1 stuff, then I might release a test version for people to get bored with almost extremely fast cuz there are no level 2 units, hehe
Posted: 11 Jul 2006, 16:57
by Snipawolf
Sorry for double post, didn't feel like editing that thing
The tail holds a charged particle cannon, DAMNIT, I forgot the claw UNDER the tail that bends out too...
Well that's all for now, maybe expect a skinned/textured unit by end of week :p