texturing problems

texturing problems

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

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Hoi
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Joined: 13 May 2008, 16:51

texturing problems

Post by Hoi »

okay, i want to texture something with this
Image
(red, stained glass and some filters)
but when i try this on an uvmap i get this shit
Image
i dont want those black spots! i tryed filling the lines with red but it didnt work, it will fill everything and make that thing a whole.. thing.
is there any way to make this work?
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rattle
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Re: texturing problems

Post by rattle »

Merge layers before copying them (or hit ctrl+shift+c, copies merged) and use the right blend mode on the first layer in the second pic.
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Hoi
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Re: texturing problems

Post by Hoi »

rattle wrote:Merge layers before copying them (or hit ctrl+shift+c, copies merged) and use the right blend mode on the first layer in the second pic.
i did it a little diffrent, i copied the uv, painted it on one layer black the other one red then i used stained glass>charoal>stained glass again, it worked but now the uvmap edges are red and black :(
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Hoi
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Re: texturing problems

Post by Hoi »

i fixed it by blurring and then sharpning:)

stay tune for more texturing problems!
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rattle
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Re: texturing problems

Post by rattle »

...fixed?
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Hoi
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Re: texturing problems

Post by Hoi »

rattle wrote:...fixed?
i didnt fix it with that, well the problem was that the edges would be red-black, but i jsut use a background which i lock now then copy that layer 2x one red one black and erase the lines i dont need so they wont give any problems
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Hoi
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Re: texturing problems

Post by Hoi »

Image
well, thats it, my first texture its not beautiful becaus it was just to see how various filters would look like ingame, but it worked and with some changes the red can be a quite nice bio camo
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Wolf-In-Exile
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Re: texturing problems

Post by Wolf-In-Exile »

For such a simple model, your UV map is both too large (looks like its 512x512?) and there is a whole crapload of wasted space.
You could easily fit the whole thing on a 256x or even 128x map and have the same results.

You also put all the sides of the model as seperate elements on the UV map, which is inefficient since they're all practically the same.
You should stack them all on the same UV space to maximise use of the UV map. In fact, do the same for all of the triangular 'arms'.
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Hoi
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Re: texturing problems

Post by Hoi »

Wolf-In-Exile wrote:For such a simple model, your UV map is both too large (looks like its 512x512?) and there is a whole crapload of wasted space.
You could easily fit the whole thing on a 256x or even 128x map and have the same results.

You also put all the sides of the model as seperate elements on the UV map, which is inefficient since they're all practically the same.
You should stack them all on the same UV space to maximise use of the UV map. In fact, do the same for all of the triangular 'arms'.
i know, this was just a model i used becaus i already had it, im not going to use it in a mod but it was just for testing
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Crayfish
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Re: texturing problems

Post by Crayfish »

I like it. It's very clear and would look good at close or far zoom levels.
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Hoi
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Re: texturing problems

Post by Hoi »

i also like it, that why i made it :wink: it might be in my mod but i'm not sure(i mean the pattern thing, not that fail test unit)
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rattle
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Re: texturing problems

Post by rattle »

*fail uv
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Hoi
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Re: texturing problems

Post by Hoi »

do i have to say this again?.... i know its a fail uv, its a model and autouv i had, i took it to test the pattern.... i make pretty good uv's!
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rattle
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Re: texturing problems

Post by rattle »

Not what I've seen so far.
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Hoi
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Re: texturing problems

Post by Hoi »

becaus you have not seen my later uv's
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SwiftSpear
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Re: texturing problems

Post by SwiftSpear »

Post a screenshot of something here and people will critique it. Get used to it.
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Forboding Angel
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Re: texturing problems

Post by Forboding Angel »

@hoi

Be careful about using UV's larger than 512x512. At 1024x1024 they have a pretty hardcore impact on framerate even on good machines.

Also, did you do a glow/specular/reflectivity map for it?
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rattle
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Re: texturing problems

Post by rattle »

You mean textures larger than... UVs are uniform
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Hoi
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Re: texturing problems

Post by Hoi »

nope, no specular, and the uv is 512x512
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Forboding Angel
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Re: texturing problems

Post by Forboding Angel »

Hoi wrote:nope, no specular, and the uv is 512x512
If you want, sometime catch me in the lobby and I'll explain how to make a good texture 2 without pulling your hair out :-)
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