So, I wasn't sure where to post this as I don't think a simple question deserves an entire thread.
So, I am quite new to modeling/texturing and the problem I find when editing textures is that it's quite hard to see what each section of the texture does. I find this particularly on weapon textures.
Is there a method as to find which parts of the texture goes where on the actual model?
[QUOTE=smithy285;45599239]So, I wasn't sure where to post this as I don't think a simple question deserves an entire thread.
So, I am quite new to modeling/texturing and the problem I find when editing textures is that it's quite hard to see what each section of the texture does. I find this particularly on weapon textures.
Is there a method as to find which parts of the texture goes where on the actual model?[/QUOTE]
There are lots of ways to do it, but the two easiest would either be to fill each UV island with a solid color and see what bits get colored where, or use a UV checker map like
[t]http://secondlife.mitsi.com/Secondlife/Posts/UV-maps/uv_checker%20large.png[/t]
And make note of which areas show which bits of the grid.
[IMG]http://i.xomf.com/njdlm.jpg[/IMG]
Heh, looks like a mix between the giant fish robots from Serious Sam and something out of Quake 4
So I made my first ever gun, and textured it. Not too happy with it.
[t]https://dl.dropboxusercontent.com/u/4112921/shitgun3.JPG[/t]
[QUOTE=John117;45599566][IMG]http://i.xomf.com/njdlm.jpg[/IMG][/QUOTE]
I always like the stuff you post John but the way you render with this metallic-silver-like surface doesn't compliment it at all.
I always find Zbrushes red colour is the best.
[QUOTE=Shirky;45600557]I always find Zbrushes red colour is the best.[/QUOTE]
Not really, it's one of the worst materials in there IMO. But in general it all depends on the model.
[QUOTE=smithy285;45599239]So, I wasn't sure where to post this as I don't think a simple question deserves an entire thread.
So, I am quite new to modeling/texturing and the problem I find when editing textures is that it's quite hard to see what each section of the texture does. I find this particularly on weapon textures.
Is there a method as to find which parts of the texture goes where on the actual model?[/QUOTE]
If you're using Max, the (brilliant) textools plugin lets you render out a blockout map really easily - each part has a different colour.
[QUOTE=Shirky;45600557]I always find Zbrushes red colour is the best.[/QUOTE]
MatCapRedWax is probably the worst for sculpting.
[QUOTE=Kosai106;45597936]Speedmodel - About 45 min.
Didn't bother with the straps, obviously.
[t]http://files.gamebanana.com/bitpit/seiko.jpg[/t][/QUOTE]
Update 1:
Got it baked and started blocking out the details before working on the texture.
Gonna try and sculpt the straps tomorrow, but I may need to do a bit of practicing first.
[t]http://oesterkilde.dk/private/SEIKO2.jpg[/t]
[QUOTE=OpethRockr55;45599363]There are lots of ways to do it, but the two easiest would either be to fill each UV island with a solid color and see what bits get colored where, or use a UV checker map like
[t]http://secondlife.mitsi.com/Secondlife/Posts/UV-maps/uv_checker%20large.png[/t]
And make note of which areas show which bits of the grid.[/QUOTE]
This was pretty useful, although I could not find a UV map with small enough squares to be effective.
[QUOTE=NotExactly;45600917]If you're using Max, the (brilliant) textools plugin lets you render out a blockout map really easily - each part has a different colour.[/QUOTE]
I will look into this, thank you.
[t]http://i.imgur.com/16SVGfi.png[/t]
Here's an original design, somewhat.
Made a modular building that doesn't suck! (sort of)
[t]http://i.imgur.com/y8sm7dw.jpg[/t]
1920x1080
Im trying to bake a normal map from my high poly model to my low poly, but when I select the low poly, add a projection modifier and then try to render the normal map using render to texture, my entire normal map is just red. Whats the deal, and how do I fix it?
[t]http://i.imgur.com/8UWAUxu.png[/t]
use xnormal instead
You need to actually specify the high polygon geometry in the Reference Geometry panel of the Projection modifier.
Still have some work to do, but I need my sleep.
[t]https://dl.dropboxusercontent.com/u/4112921/walkthetalk.jpg[/t]
Also my first model where I used a high poly to bake the normals.
How could I add a turbo smooth modifier to this? Since its an ngon it just fucks up.
[t]http://i.imgur.com/lMHYza5.png[/t]
[QUOTE=Shirky;45606954]How could I add a turbo smooth modifier to this? Since its an ngon it just fucks up.
[t]http://i.imgur.com/lMHYza5.png[/t][/QUOTE]
You can do it right and make it quads then add control loops as needed, or you can go the cheap route and just inset the n-gon a little to get a nasty control loop that way.
[IMG]http://i.xomf.com/clsrg.jpg[/IMG]
You can also try Rapptools or Quad Cap Pro but those will cost you:
[url]http://remusjuncu.com/maxscripts/#rappatools3[/url]
[url]http://www.mariussilaghi.com/products/quad-cap-pro[/url]
What are some good tutorials for starting modelling with Max?
[QUOTE=Shirky;45606954]Still have some work to do, but I need my sleep.
[t]https://dl.dropboxusercontent.com/u/4112921/walkthetalk.jpg[/t]
Also my first model where I used a high poly to bake the normals.
How could I add a turbo smooth modifier to this? Since its an ngon it just fucks up.
[t]http://i.imgur.com/lMHYza5.png[/t][/QUOTE]
just inset twice and turbosmooth it
Source finally catching up with other engines.
[url]https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Model_Editor[/url]
I'm doing some reskins of Alex Vestin's MW2 Operators for FP's Espionage Wars. It has been suggested I make them look more "European" however I'm having difficulty in know what I can do to them. Sadly I can only do basic skin edits so hacks or full on re-textures are currently out of the picture.
[img_thumb]https://dl.dropboxusercontent.com/u/11994337/lgsmtrooplogosub.jpg[/img_thumb]
[img]http://i.imgur.com/JrtQFOz.png[/img]
I had a go at modelling the button from [URL="http://img4.wikia.nocookie.net/__cb20110417220649/half-life/en/images/8/8c/Portal_2_PotatoFoolsDay_ARG_1500_Megawatt_Aperture_Science_Heavy_Duty_Super-Colliding_Super_Button_Concept_Art.jpg"]this Portal 2 concept art[/URL]
[t]https://dl.dropboxusercontent.com/s/l9kxjymk4zaj2qg/source2viewer.png[/t]
You pretty much just import an fbx open up material editor and add your psd/tga's and everything is compiled in the background. Source 2 is looking to be really nice.
Made a Springfield.
[img]http://i.imgur.com/7W5lThv.jpg?1[/img]
[img]http://i.imgur.com/Me9v9Ck.jpg?1[/img]
higher res:
[url]http://i.imgur.com/CzT3OVT.jpg[/url]
[url]http://i.imgur.com/UC6xSBT.jpg[/url]
[url]http://i.imgur.com/5KAOYdR.jpg[/url]
[QUOTE=Short3D;45618296]
You pretty much just import an fbx open up material editor and add your psd/tga's and everything is compiled in the background. [B]Source 2[/B] is looking to be really nice.[/QUOTE]
????
tell us more
[QUOTE=Lt_C;45618751]????
tell us more[/QUOTE]
Download the newly released dota 2 sdk. It seems to be source 2's model viewer, hammer and material editor.
[QUOTE=Short3D;45618764]Download the newly released dota 2 sdk. It seems to be source 2's model viewer, hammer and material editor.[/QUOTE]
whoa.
[editline]7th August 2014[/editline]
what a valve way to introduce a new engine
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