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Posted: 20 Oct 2007, 09:38
by Wolf-In-Exile
aGorm: Nah, you'll get better the more you do it. My early UV barely covered 50% of the map!
Mr. D: Really nice hi-poly model, really efficient map too.
SpikedHelmet: Mm, yeah, I must practice arranging UVs more.
Posted: 20 Oct 2007, 11:40
by Warlord Zsinj
I've got some models for you to practice on >_>
Posted: 21 Oct 2007, 14:19
by smoth
Warlord Zsinj wrote:Smoth, two questions;
could I see the reflection map for the morty?
I have all of the files include my psds uploaded on uf. Feel free to grab them and ripp them open.
Warlord Zsinj wrote: Reflection is working really well for you there, but for me it always seems to be either mega glarey or not at all, rather then a nice reflective sheen.
Mostly it is that I treat the texture 2 like it was a bump map. It is just the metalic areas with some contrast and brightness adjustments. When my pc is back up again, I can look at doing one of your reflective maps for you if it will help.
Warlord Zsinj wrote: Also, what steps do you use to get the rounded elements, such as the cog on the side of the morty's leg?
Draw a circle selection, fill it with my colors and textures, bevel emboss and then merge that layer with a new layer to flatten it on it's own layer. From there I use burn or dodge to adjust it. Then I crop and delet parts I do not want.
Maelstrom wrote:You should see smoths UV maps for the Tower Defense mod. WOW. I think he regularly got 2-4 turrets on one 512x512 map. Its kinda scary to be honest...
On one uvmap I had like 9 but that was low detail stuff, if I didn't rush it I could have made those models better then I did. The final stuff is getting more attention.
Posted: 21 Oct 2007, 14:31
by Warlord Zsinj
I would be interested to see how you would handle the Texture 2 map on a unit that I have already done, for comparison, definitely.
I'll have a gander at the morty UV once uni calms down at the end of the week.
Draw a circle selection, fill it with my colors and textures, bevel emboss and then merge that layer with a new layer to flatten it on it's own layer. From there I use burn or dodge to adjust it. Then I crop and delet parts I do not want.
Sounds like one of those easier said then done things

Re: UV Map examples?
Posted: 24 Feb 2008, 03:54
by yosemite
Hi
I wonder how you see on which face you put the texture you want to put.
I made this MG REX model, but i am having a hard time texturing the mouth:
this is the head
this is the model
anyone has anytips on doing this? i used wings 3D. thanks
Re: UV Map examples?
Posted: 24 Feb 2008, 04:24
by smoth
all parts need to be on the same uvmap.
as far as find what goes where, you should know, you did the uv map.
Re: UV Map examples?
Posted: 24 Feb 2008, 11:00
by yosemite
Well i managed to make the radar
this is my first model and i quite can't figure what you are actually saying
smoth wrote:all parts need to be on the same uvmap.
Does it mean i have to combine all the parts?
Re: UV Map examples?
Posted: 24 Feb 2008, 11:13
by MR.D
Spring models can only use 1 Material per unit.
Each material can be assigned 1 uvw_map for textures, and a second texture map reading the same uvw_map as the first to apply reflection/glow map.
If you don't have parts on your model assigned to the material used to texture it, odds are that either textures won't be applied and show up as grey, or the objects will just be invisible once ingame.
So yes, all objects for any model needs to be assigned to the same Material and use 1 single uvw_map.
In a sense, they are all combined "via material" but seperated by objects that use their own unique Origin to move/rotate those parts from the script.
Re: UV Map examples?
Posted: 24 Feb 2008, 12:41
by yosemite
I forgot to mention that i am a complete noob about wings 3D, it's the very first time i use it seriously, i learned all on the fly as i go, and there are many thing i am not aware of about wings 3D.
So i was lost searching for 1_uvwmap but i didnt find it, so what i did is to flaten the flatenable parts and then dissolve, so that i have less parts for texturing.
Details are still there (if there is any

) and i guess texturing will be easier:
unff i really cant figure out what texture goes on which face, how you guys do?
Re: UV Map examples?
Posted: 24 Feb 2008, 15:40
by rattle
Keep the UV window open and split your workspace between the UV and viewport (middle mouse on the title bar of a window does that), then you'll see what is what by highlighting a face.
I hope you modeled that one straight and turned stuff around for the screenshot. Legs look like you randomly rotated them around their center points instead of proper origins...
Re: UV Map examples?
Posted: 24 Feb 2008, 16:09
by yosemite
rattle wrote:Keep the UV window open and split your workspace between the UV and viewport (middle mouse on the title bar of a window does that), then you'll see what is what by highlighting a face.
I hope you modeled that one straight and turned stuff around for the screenshot. Legs look like you randomly rotated them around their center points instead of proper origins...
It is made of sereval cubes not one big cube. I repositioned the legs like in the reference images, but i did it randomly like you say. How am i supposed to do?
Re: UV Map examples?
Posted: 25 Feb 2008, 01:46
by rattle
Not at all, you do that by script, around fixed origins.
You have to create your own "origins" in wings to properly rotate something. I use cubes with the hole material assigned as fake origins. Snap or Absolute Move them where they should go. Then use the advanced modes of rotate (edit -> prefs -> adv. -> enable adv. menus; then select object -> RMB on rotate) to rotate an object around a vertex, edge, face or the midpoint of a selection of those. You'll rotate it around the midpoint of one of the cubes faces of course.
Re:
Posted: 26 Feb 2008, 23:00
by Masure
Jesus !!! I want that bot in a mod ! Please tell me it's already in a mod ...
Re: UV Map examples?
Posted: 26 Feb 2008, 23:02
by AF
It reminds me of supreme commander cybrans.
Re: UV Map examples?
Posted: 26 Feb 2008, 23:12
by MightySheep
wow nice texturing on that thing!
Re: UV Map examples?
Posted: 27 Feb 2008, 02:42
by SpikedHelmet
The design is ugly as fuck but its an awesome texx job.
Re: UV Map examples?
Posted: 27 Feb 2008, 11:32
by yosemite
how many hours does it takes to make such a texture?
over 9000 in paint or somethin?
Re: UV Map examples?
Posted: 27 Feb 2008, 15:59
by rattle
SpikedHelmet wrote:The design is ugly as fuck but its an awesome texx job.
Burn the heretic! The Atlas is one of the most awesome designs and it's not ugly but scary. :P
over 9000 in paint or somethin?
Photoshop I would assume.
Re: UV Map examples?
Posted: 27 Feb 2008, 18:43
by smoth
the atlas is and always will be ugly.
the cauldron born looks better.
Re: UV Map examples?
Posted: 27 Feb 2008, 19:05
by MightySheep
that photoshop looks so much better than gimp. anyone got the photoshop dl link?