When uv mapping, is there a way I can just combine multiple faces into one section in order to reuse certain parts of the texture?
[img]http://i.imgur.com/k2zYYrs.png[/img]
Basically, what would be the best approach to texturing all of these bolts, washers, and ect.
[QUOTE=TheGoodDoctorF;44311158]When uv mapping, is there a way I can just combine multiple faces into one section in order to reuse certain parts of the texture?
[img]http://i.imgur.com/k2zYYrs.png[/img]
Basically, what would be the best approach to texturing all of these bolts, washers, and ect.[/QUOTE]
what I do is have one of each, texture them, then duplicate them after they are uv mapped to wherever I need them.
[QUOTE=TheGoodDoctorF;44311158]When uv mapping, is there a way I can just combine multiple faces into one section in order to reuse certain parts of the texture?
[t]http://i.imgur.com/k2zYYrs.png[/t]
Basically, what would be the best approach to texturing all of these bolts, washers, and ect.[/QUOTE]
like nomad says, it's best to have a collection of greebles or whatnot to whip out and whack onto your model for some added detail without having to worry about uving them afterwards
however in terms of overlapping uvs (I think this is what you mean when you say 'one section') it is possible to make the uv coordinates of identical objects share the same UV space so that you can texture them all in one go, however this depends on what engine (if any) you are displaying the model in and can really mess with the normals
I might not be the most informed person to talk about this, but I think if you search polycount and the like you'll get closer to the answers
[QUOTE=thefreemann;44295900]19$ per month (or once) to get anything
you can cancel subscription anytime and retain the current version of the software, but will not receive future updates[/QUOTE]
i don't know, i always liked the old system of a single payment to go commercial not money grabbing.
also, from what i've read its 20$
[QUOTE=Dark One;44312314]i don't know, i always liked the old system of a single payment to go commercial not money grabbing.
also, from what i've read its 20$[/QUOTE]
or u could, you know just visit the website
[IMG]http://puu.sh/7EiQe.png[/IMG]
Oh my god unreal's shiny is shiny
[img]https://dl.dropboxusercontent.com/u/21161113/UE4/ue4_render.jpg[/img]
[t]http://oi57.tinypic.com/29xgeid.jpg[/t]
So I recently got a drawing tablet and so I downloaded sculptris to try it out, never really done anything like this before so if anyone's got any CC and/or handy tutorials please go ahead and tell me.
Also it gets really blotchy because of rezising in scultpris and then exporting importing into 3ds max ugh. Also sorry about the black background render.
[editline]lo[/editline]
Stupid pictrue 404'd
[QUOTE=Hyzo;44330501][t]https://photos-6.dropbox.com/t/0/AABFzLQgBQtysx5fe3npUFYHh3zInzY9uEtSOCVS0LWSuA/12/115936811/png/2048x1536/3/1395597600/0/2/wippants.png/YL293y8x-VU2192D_DYAn_IpzEJoJ6aLLiFJdpQFbLw[/t]
[/QUOTE]
I think for testing this is pretty good, the only issue I'm seeing is with the wrinkles (by the kneecaps). They kinda look almost rock like, that and maybe the proportions of the legs are a little off but great work so far. :v:
hi guys it sucks, i know it's my first i think i got the hang of shaping and modeling objects my only problem is textures. I don't know where to start on that.
[IMG]http://i62.tinypic.com/10psv3s.png[/IMG]
Made a badge/wallet combo for a friend's machinima series. I made the badge with splines and extruded and manipulated the mesh as needed after that, and did most of the detailing in photoshop.
The ID is a recreation of what I'm pretty sure is the current version of an NYPD ID, and the wallet was grabbed off of a similar thing I made a while back, I didn't get a chance to go crazy with that.
[t]https://dl.dropboxusercontent.com/u/21161113/SFM/nypdbadge.jpg[/t]
I've got three new videos. The first shows you how to set up planar reference images when modeling a weapon. The second shows how to set up non-planar reference images and how to begin modeling from them. The third continues after the second and shows to to finish modeling a medieval fantasy prop.
[IMG]http://i.xomf.com/nylrp.jpg[/IMG]
[url]https://www.youtube.com/watch?v=IIskRcA6ffs&index=28&list=PLxt9ZAGPLIpeB8TcHrpzxvEI4Ve3SfZBC[/url]
[url]https://www.youtube.com/watch?v=cBVCmNz7kvc&index=30&list=PLxt9ZAGPLIpeB8TcHrpzxvEI4Ve3SfZBC[/url]
[url]https://www.youtube.com/watch?v=vaopGvSueDA&index=29&list=PLxt9ZAGPLIpeB8TcHrpzxvEI4Ve3SfZBC[/url]
[QUOTE=thefreemann;44289530]It is a great time for 3D
- new movies announced
- autodesk products getting upgraded
- Unreal Engine 4 released with some unreal deals[/QUOTE]
You forgot about the whole Quixel suite, nDo2, dDo and the 3D previewer getting upgraded. Then you have MegaScans on top of all that.
Pffffffft procedural texturing
Thanks I'll stick to my jpegs
I think the MegaScans thing is just a little taste of their whole library, which you have to subscribe to.
Three new tutorials showing how to model a medieval crate:
[IMG]http://i.xomf.com/cwssq.jpg[/IMG]
[url]https://www.youtube.com/watch?v=a-TohA6ZceU[/url]
[url]https://www.youtube.com/watch?v=lmARQxysoCo[/url]
[url]https://www.youtube.com/watch?v=yjvl-pjct8Y[/url]
reminds me of these
[t]http://www.simonprior.com/wp-content/uploads/2013/07/laputa2.jpg[/t]
but the wings being made of some kind of energy is pretty fantastical
What I do is just start modeling something random and just keep adding to it. Eventually something will start to form.
[IMG]http://i.xomf.com/ccbjc.jpg[/IMG]
[IMG]http://i.imgur.com/gcdGAYx.jpg[/IMG]
Winner if you can guess what this is
[QUOTE=Falkok15;44376706][IMG]http://i.imgur.com/gcdGAYx.jpg[/IMG]
Winner if you can guess what this is[/QUOTE]
oh, something from a long lost cartoon involving people fighting.
[QUOTE=Dark One;44376781]oh, something from a long lost cartoon involving people fighting.[/QUOTE]
Close enough. ATP Soldat from Madness Combat.
[QUOTE=John117;44376538]
[IMG]http://i.xomf.com/ccbjc.jpg[/IMG][/QUOTE]
That's a Blacklight style helmet right there.
Edit: Working on new modular wall paneling - unreal uses these crazy base 10 units called centermetters(sp?) that renders all my 'merican inch, base 2, hammer friendly map models obsolete.
I'm going to try my hand at blueprints to generate some neat auto-length auto-angling stuff with the new models.
[t]https://dl.dropboxusercontent.com/u/21161113/UE4/panels_2d.jpg[/t]
[QUOTE=Falkok15;44377015]Close enough. ATP Soldat from Madness Combat.[/QUOTE]
yeah, i couldn't think of the actual name of it so.. you know a random description?
[img]http://i.imgur.com/JJh9iv0.jpg?1[/img]
[QUOTE=The Rizzler;44374032]reminds me of these
[t]http://www.simonprior.com/wp-content/uploads/2013/07/laputa2.jpg[/t]
but the wings being made of some kind of energy is pretty fantastical[/QUOTE]
XD Thats actually where I got the majority of the idea for those wings from. The fact that they were more or less insubstantial, but still effectively moved the vehicle.
Wait, Unreal 4 has metric units? Finally!
I'm trying to get some inspiration for a quick scifi room off some sort of cloning facility, but I cant seem to get anything done that looks good. I want all the scifi "shapes" to have at least some sense and be pretty at the same time but anything I make in the blockout looks like crap. Any tips?
[QUOTE=NotExactly;44379898]Wait, Unreal 4 has metric units? Finally![/QUOTE]
Yeah, I'm 99% sure. I put together a measuring model for walls and a door based off of online references of metric doorframes and it was *exactly* fitted to the sample frame.
Still when you've worked in inches, a 2.5xx scale factor means nothing aligns to anything anymore.
[QUOTE=kwant111;44380117]I'm trying to get some inspiration for a quick scifi room off some sort of cloning facility, but I cant seem to get anything done that looks good. I want all the scifi "shapes" to have at least some sense and be pretty at the same time but anything I make in the blockout looks like crap. Any tips?[/QUOTE]
Before you start building any definite floors, walls, and devices I recommend you create a variety of doodads. Doodads are self-contained pieces that can be used to decorate your scene in a variety of ways. The design you create for your doodads can shape the rest of your scene to create a unified design and not a mish-mash of non-complimentary shapes.
I also made this. Hopefully it gives you some ideas.
[IMG]http://i.xomf.com/kxjgx.jpg[/IMG]
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