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texturing problems
Posted: 23 Jul 2008, 12:17
by Hoi
okay, i want to texture something with this

(red, stained glass and some filters)
but when i try this on an uvmap i get this shit

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?
Re: texturing problems
Posted: 23 Jul 2008, 12:31
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.
Re: texturing problems
Posted: 23 Jul 2008, 13:01
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

Re: texturing problems
Posted: 23 Jul 2008, 13:24
by Hoi
i fixed it by blurring and then sharpning:)
stay tune for more texturing problems!
Re: texturing problems
Posted: 23 Jul 2008, 22:40
by rattle
...fixed?
Re: texturing problems
Posted: 24 Jul 2008, 09:00
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
Re: texturing problems
Posted: 24 Jul 2008, 17:44
by Hoi

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
Re: texturing problems
Posted: 26 Jul 2008, 06:16
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'.
Re: texturing problems
Posted: 26 Jul 2008, 08:06
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
Re: texturing problems
Posted: 31 Jul 2008, 17:44
by Crayfish
I like it. It's very clear and would look good at close or far zoom levels.
Re: texturing problems
Posted: 31 Jul 2008, 19:31
by Hoi
i also like it, that why i made it

it might be in my mod but i'm not sure(i mean the pattern thing, not that fail test unit)
Re: texturing problems
Posted: 31 Jul 2008, 19:36
by rattle
*fail uv
Re: texturing problems
Posted: 31 Jul 2008, 19:41
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!
Re: texturing problems
Posted: 31 Jul 2008, 20:27
by rattle
Not what I've seen so far.
Re: texturing problems
Posted: 31 Jul 2008, 20:37
by Hoi
becaus you have not seen my later uv's
Re: texturing problems
Posted: 06 Aug 2008, 08:37
by SwiftSpear
Post a screenshot of something here and people will critique it. Get used to it.
Re: texturing problems
Posted: 06 Aug 2008, 18:00
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?
Re: texturing problems
Posted: 06 Aug 2008, 19:16
by rattle
You mean textures larger than... UVs are uniform
Re: texturing problems
Posted: 07 Aug 2008, 14:16
by Hoi
nope, no specular, and the uv is 512x512
Re: texturing problems
Posted: 07 Aug 2008, 16:50
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
