• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
Can somebody remember the channel of the guy, who was appearing here from time to time and posting his little modelling tutors? I've lost it, but the tutors seemed to be quite useful in abstraction from modelling software (I think he was modelling via 3DSMax)
[QUOTE=Rayko;47271264]Can somebody remember the channel of the guy, who was appearing here from time to time and posting his little modelling tutors? I've lost it, but the tutors seemed to be quite useful in abstraction from modelling software (I think he was modelling via 3DSMax)[/QUOTE] That would be John117 :v: You can go to literally the previous page and click the youtube button under his avatar
[QUOTE=ZombieDawgs;47267195][T]https://dl.dropboxusercontent.com/u/10565588/3DHIT/Canadian_Freight/Train04.png[/t] Whip[/QUOTE] How do you go about UV mapping large objects like this? Surely there is too much detail on the texture to fit the entire mesh on one texture map, so do you assign multiple textures? I've been having the same problem with my house models. I spend all this time making houses but then my entire model will reference like 8 different textures for the siding, wood, doors, windows, shingles, and gutters. I know it is inefficient and requires multiple draw calls for the same model, but I can't really figure out how to do it any better. How do you go about texturing an interior scene, anyways? If you were to UV map the entire scene, you could bake an AO map, but if you do that, all the scene will be stuck to one texture sheet so your texture quality suffers. If you use a looping texture with a size like 1024x1024, you maintain texture quality, but you lose ambient occlusion. Is there some secret technique to solve my woes?
[QUOTE=Leintharien;47273675]How do you go about UV mapping large objects like this? Surely there is too much detail on the texture to fit the entire mesh on one texture map, so do you assign multiple textures? I've been having the same problem with my house models. I spend all this time making houses but then my entire model will reference like 8 different textures for the siding, wood, doors, windows, shingles, and gutters. I know it is inefficient and requires multiple draw calls for the same model, but I can't really figure out how to do it any better. How do you go about texturing an interior scene, anyways? If you were to UV map the entire scene, you could bake an AO map, but if you do that, all the scene will be stuck to one texture sheet so your texture quality suffers. If you use a looping texture with a size like 1024x1024, you maintain texture quality, but you lose ambient occlusion. Is there some secret technique to solve my woes?[/QUOTE] you would want to use tilable textures for an environment, the AO can be either baked in the lightmaps or added with a post-process effect (like HBAO or SSAO) depending if the engine supports it or not.
Baking lightmaps almost always uses another UV set than what is used for the "regular" textures. Some engines create these automatically and some require them to be authored by the content creator (although it's worth noting that engines such as UE4 which do have the option to auto-generate them usually allows the artist to author them manually for better results). In terms of shader operations this is simply one extra little bit of math (ignoring the cost of another UV set and the lightmap memory usage) to do to get the desired results.
[QUOTE=Leintharien;47273675]How do you go about UV mapping large objects like this? Surely there is too much detail on the texture to fit the entire mesh on one texture map, so do you assign multiple textures? I've been having the same problem with my house models. I spend all this time making houses but then my entire model will reference like 8 different textures for the siding, wood, doors, windows, shingles, and gutters. I know it is inefficient and requires multiple draw calls for the same model, but I can't really figure out how to do it any better. How do you go about texturing an interior scene, anyways? If you were to UV map the entire scene, you could bake an AO map, but if you do that, all the scene will be stuck to one texture sheet so your texture quality suffers. If you use a looping texture with a size like 1024x1024, you maintain texture quality, but you lose ambient occlusion. Is there some secret technique to solve my woes?[/QUOTE] Well for that specific model I just assigned more texture space to what's the most visible and mirrored quite a lot since you only see it from one side., as for your conundrum you could try out t-paging. Basically have an assortment of textures on one texture map then manually align your UVs over them.
[QUOTE=ZombieDawgs;47274946]Well for that specific model I just assigned more texture space to what's the most visible and mirrored quite a lot since you only see it from one side., as for your conundrum you could try out t-paging. Basically have an assortment of textures on one texture map then manually align your UVs over them.[/QUOTE] Those are also called texture atlases, right? To use one of those, wouldn't you have to make the texture loop manually by adding in extra vertices a certain number of times depending on the length? It seems inefficient.
[QUOTE=Leintharien;47276624]Those are also called texture atlases, right? To use one of those, wouldn't you have to make the texture loop manually by adding in extra vertices a certain number of times depending on the length? It seems inefficient.[/QUOTE] The technique has existed since before the STALKER engine, if done right they'll tile correctly without edges in some circumstances. [url]http://www.polycount.com/forum/showthread.php?t=144838[/url]
So I'm trying to recompile a viewmodel with different hands but uh [t]http://a.pomf.se/lmarjv.jpg[/t] [t]http://a.pomf.se/ktmavt.jpg[/t]
[t]http://i.imgur.com/fmjAwtH.jpg[/t] Please crit textures (not the clamp) I'm so close ;_;
Finished my Zombie hand [img_thumb]http://i.imgur.com/cvIXexh.png[/img_thumb] [img_thumb]http://i.imgur.com/H8Oaw6h.png[/img_thumb] [img_thumb]http://i.imgur.com/p3PAK2Z.png[/img_thumb]
Should've gone for the Left 4 Dead 2 hand pose, although you've got a thumb not missing.
So I made a texture today... I actually made [i]something[/i] for once... :v [media]http://www.youtube.com/watch?v=1DRzdGiD_A4[/media] Edit: Fixed it up so it's actually tiling as it should. [t]http://oesterkilde.dk/private/chesterfield01.png[/t]
[IMG]http://orig12.deviantart.net/0deb/f/2015/068/9/5/trasher_by_renakryik-d8l32so.jpg[/IMG] Modeled one of those landfill tractors I'm still learning so I'm really open to critiques
[T]http://img00.deviantart.net/056c/i/2015/069/5/2/motorpool_by_renakryik-d8l80om.jpg[/T] [T]http://cloud-4.steamusercontent.com/ugc/715283519088223301/9FA045B2C2030CF5A530D3AD67F866C813DE4403/1024x576.resizedimage[/T] Modeled some vehicles from scratch today, could use some critiques v.v Accidentally posted in the wrong thread :x
[QUOTE=RenaFox;47298395]Modeled some vehicles from scratch today, could use some critiques v.v [/QUOTE] The general shapes and forms are pretty interesting, but the execution is lacking. The textures are dull and flat, and the meshes are rather blocky and overly low-poly. That said, there's a lot of potential here. You should focus on making one vehicle well instead of churning out a bunch of quick works. Really try and improve your topology and don't be afraid to use more geo, this isn't 2005. Try and model out the details instead of penciling them in on the texture. Consider looking into adopting a bake-friendly workflow and explore making highpoly versions to give your textures the head start they really need. Research the shader systems for the engine you're targeting; you need to make environmental maps and normals to make objects look realistic. Consider trying to hide symmetry lines better in your uvmaps. That's a lot to take in, but it can be done! Good luck and keep on modeling.
Thank you! I've only started doing my own models in the last week, so I know I have a lot to learn
So how about this thing Can i have some thoughts on it [img]http://i.gyazo.com/c8fbd041ba80e3b0fa11ac12196c9612.png[/img]
Looks like something outta' Grimm.
Now thats a cute couple... Thats very good model work. the female one makes me cringe so hard
[QUOTE=Kimchi;47300864]Thats very good model work.[/QUOTE] Thank you. Now to mess with their texturing.
[IMG]http://s16.postimg.org/4xtj4ogvp/Baseboard_Issues.jpg[/IMG] I started modelling an office and I'm having some trouble with the baseboard when I render. In the above picture you can see that I've modelling the full baseboard all across the wall but when I render it cuts off about halfway. Any ideas as to what the issue is here?
[QUOTE=St33m;47300610]So how about this thing Can i have some thoughts on it {picture}[/QUOTE] I feel the head is very unfitting to the rest of the body. Mostly the nose.
Are there any free alternatives to texturing programs like Substance Designer or Mudbox?
[QUOTE=RenaFox;47302867]Are there any free alternatives to texturing programs like Substance Designer or Mudbox?[/QUOTE] Those are two very different tools. You don't 'need' substance designer or a texture generator to make textures, and if you're starting out, you should really just do it by hand in photoshop to learn the ropes anyway. As for sculpting tools like mudbox, I'd say you'll probably want to try and get a hang of [URL="http://pixologic.com/sculptris/"]sculptris[/URL], which is free, before you consider buying anything. I don't know of any dedicated sculpting program that's designed to work with a pipeline that doesn't cost anything. Blender has some sculpting tools I think, but that's not its main purpose.
Anyone that uses 3Do do you know why my model is missing faces? This happens with every model I open in 3Do. [t]http://i.imgur.com/hNo3Keh.png[/t]
[QUOTE=Shirky;47306361]Anyone that uses 3Do do you know why my model is missing faces? This happens with every model I open in 3Do. [t]http://i.imgur.com/hNo3Keh.png[/t][/QUOTE] Shading/normals error? [editline]11th March 2015[/editline] Its probably culling what it thinks are backfacing polygons
Any idea how to fix it?
Export your mesh as a triangulated .obj. 3Do doesn't like quads or n-gons.
This is true, I was having the same problem before I started triangulating the mesh.
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