Random WIP 2006-2011 - Page 201

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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bobthedinosaur
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Re: Random WIP

Post by bobthedinosaur »

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bloodandsteel city1.jpg
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Neddie
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Re: Random WIP

Post by Neddie »

Very nice. Are you going to make more blocks? Are the buildings individual?
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bobthedinosaur
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Re: Random WIP

Post by bobthedinosaur »

If the mod is more or less successful and I get some help with the mod I will make some varieties, but this is a good starter piece for what it is supposed to do.
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Neddie
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Re: Random WIP

Post by Neddie »

Is it a mod or a game? I may have skimmed a thread on it in my pursuit of moderation...
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manolo_
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Re: Random WIP

Post by manolo_ »

hi,

i have problems with my tank, when i want to uvmap it. some textures liing over each other and the area for chains is somekind of bugged (it doesnt look like it should, but all points are in the correct position), so could somebody help please?

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Otherside
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Re: Random WIP

Post by Otherside »

could be a city for a advance wars type game
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Hoi
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Re: Random WIP

Post by Hoi »

manolo_:

Image

I made a few changes to your tank, a few on the geometry and I made some edges hard so it doesn't look like clay. The model was pretty good for a new modeler, just don't use collapse it messes things up.

Image

I uvmapped the tank tracks for you (don't use that image to paint on, uv the rest and then make the image with wings).

Now it's your turn to uvmap the rest. Do NOT change anything in the scaling on the uvmap (really, don't), everything has the same amount of space now so it will all fit.

I've cut the model in 4 pieces: Tires/wheels, hull, the thing above the hull, barrels. The tires/wheels are mapped ok and you don't have to change them. The other parts are not. I just did a projection on it. It is faster to just do it all over again as fixing it, but this is easier. Do each part individually, so select hull in object mode and then right click>uvmapping. This way you will see what you are doing and you won't be confused by other objects. DO not scale anything.

To make it a good uvmap out of this you will have to use these tools:Edge mode: Stitch, cut, rotate>chart to x(or chart to y), Object mode: Move to>center (for overlapping easily), move, and flip.

The goal is not to make a good map but learn how to make one :P Remember: every place you make a cut will have a seam in the texture. So areas that are nearly flat should be stitched together, but areas with angles of about 90 degrees can be cut, becaus you won't notice the seam anyway.

When you're done tell me, and show some pics of your uvmap.
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bobthedinosaur
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Re: Random WIP

Post by bobthedinosaur »

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knorke
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Re: Random WIP

Post by knorke »

oooh i always thought one had to uv-map everything at once.
when you have objects that are the same, for examples four wheels. can these share a texture?
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Hoi
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Re: Random WIP

Post by Hoi »

knorke wrote:oooh i always thought one had to uv-map everything at once.
when you have objects that are the same, for examples four wheels. can these share a texture?
Everything needs to be on one map, but just to learn how it works its easier to do it seperately and then combine and scale afterwards.

If you want for example 4 wheels to share the same texture just make their uvmap parts overlap. map them the same, then rotate chanrt to x/y or flip if needed on all of them, then select them in object mode, right click>move to>center and there you go, they now share the same texture :)
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manolo_
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Re: Random WIP

Post by manolo_ »

how could i unuvmap a modell, if i want to change it again? or will the uvmap be refreshed?

edit: an other question: how could i get the tri-number with wings3d?
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Hoi
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Re: Random WIP

Post by Hoi »

manolo_ wrote:how could i get the tri-number with wings3d?
Select everything you want to count (objects), then go to face mode, right click>tessalate>triangualate. The tricount is the number of faces selected which you can see in the left top corner (poly). Don't forget to undo, you don't want to model with all those triangles.
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rattle
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Re: Random WIP

Post by rattle »

Hoi wrote:
knorke wrote:oooh i always thought one had to uv-map everything at once.
when you have objects that are the same, for examples four wheels. can these share a texture?
Everything needs to be on one map, but just to learn how it works its easier to do it seperately and then combine and scale afterwards.

If you want for example 4 wheels to share the same texture just make their uvmap parts overlap. map them the same, then rotate chanrt to x/y or flip if needed on all of them, then select them in object mode, right click>move to>center and there you go, they now share the same texture :)
Model and UV one, then duplicate the others


I go piece by piece and shove parts that are close together into their own "UV block" (that's what the bold blue lines are for). Then when you're done combine all pieces, open the UV editor, select all faces and use Scale -> Normalize. Now scale parts that need more space up and undersides down and try to make them fit in the 0.0-1.0 range. If it doesn't fit well scale everything up or down a bit and try again till it all fits well.

For new objects added to an existing UV I use a similar approach. I normalize some UV coords in the right scale with the new UVs to see how much I need to scale them down, then undo the last action and scale the new parts down till they are at about the same size and repeat the last step if needed. The result is a UV map where everything is in the same scale which is nice.

Don't forget about leaving some spacing between the UV isles (~0.04 units, depends on texture size and how much you care about mip map bleeding) and try to use up all space available by increasing the detail for simple things like wheels or barrels etc. (as in scale them up).

Hoi wrote:
manolo_ wrote:how could i get the tri-number with wings3d?
Select everything you want to count (objects), then go to face mode, right click>tessalate>triangualate. The tricount is the number of faces selected which you can see in the left top corner (poly). Don't forget to undo, you don't want to model with all those triangles.
If you happened to have used the _hole material, then right click on the material you used for everything else (usually default) and choose Select. Faces with the _hole material are not getting exported so they don't count towards the polycount.

I think GMN told me about this.
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bobthedinosaur
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Re: Random WIP

Post by bobthedinosaur »

a resource truck, a radar, and an anti air station
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bobthedinosaur
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Re: Random WIP

Post by bobthedinosaur »

artillery station, bunker, tactical missile station
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smoth
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Re: Random WIP

Post by smoth »

bob you are a machine! keep it up!
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thesleepless
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Re: Random WIP

Post by thesleepless »

no, he's a dinosaur! can't you read?
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ChaosMonkey
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Re: Random WIP

Post by ChaosMonkey »

meh everyone ses it takes them about an hour to do a certain model and texture it but when i do it, it takes all freakin day! thats why i dont do it much :?
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aGorm
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Joined: 12 Jan 2005, 10:25

Re: Random WIP

Post by aGorm »

It's just practace... Takes mean about 1 to 2 hours for each stage... But thats cause it's in my lunch break without my tablet. Can fit in a unit a week like this! But It used to take me soooo much longer.

aGorm
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smoth
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Re: Random WIP

Post by smoth »

ChaosMonkey wrote:meh everyone ses it takes them about an hour to do a certain model and texture it but when i do it, it takes all freakin day! thats why i dont do it much :?
that is a gross exaggeration, my models take days to do. Cry me a river.
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