Apologies if this is not the right thread for it, but I've been following these tutorials: [URL]http://www.youtube.com/watch?v=L-0oMaSNi0Q&feature[/URL]
And holy shit I never imagined modelling to be so easy, and FUN!
Now I am at the point where I am satisfied with this one Mosin M1895 Revolver I made, and I follow the tutorial's way of wrapping it and baking an Ambient Occlusion texture for it, the thing is though: It only textures the grip, trigger, and barrel of the model.
[img_thumb]http://i41.tinypic.com/24njk39.jpg[/img_thumb]
what do?
[QUOTE=VaSTinY;34636078]Apologies if this is not the right thread for it, but I've been following these tutorials: [URL]http://www.youtube.com/watch?v=L-0oMaSNi0Q&feature[/URL]
And holy shit I never imagined modelling to be so easy, and FUN!
Now I am at the point where I am satisfied with this one Mosin M1895 Revolver I made, and I follow the tutorial's way of wrapping it and baking an Ambient Occlusion texture for it, the thing is though: It only textures the grip, trigger, and barrel of the model.
[img_thumb]http://i41.tinypic.com/24njk39.jpg[/img_thumb]
what do?[/QUOTE]
I wouldn't know how to help, but thank you for the video. It was exactly what I needed to get out of my biggest modeling problem this far.
[QUOTE=VaSTinY;34636078]Apologies if this is not the right thread for it, but I've been following these tutorials: [URL]http://www.youtube.com/watch?v=L-0oMaSNi0Q&feature[/URL]
And holy shit I never imagined modelling to be so easy, and FUN!
Now I am at the point where I am satisfied with this one Mosin M1895 Revolver I made, and I follow the tutorial's way of wrapping it and baking an Ambient Occlusion texture for it, the thing is though: It only textures the grip, trigger, and barrel of the model.
what do?[/QUOTE]
First thing, apply a checker texture, this will prevent you from unintentionally stretching the texture when you unwrap, you can resize what you unwrapped in the UV window to make your checkers uniform.
Unwrap the rest how you unwrapped what you did already, try and apply what you learned through the tutorial to other parts of the model, try and hide all possible seams (although at times it's impossible) Remember that the relax tool is your best friend and if it act's weird, flip what you have unwrapped either horizontally or vertically and then try to relax it again.
If you're going for a portfolio piece give the whole weapon an even pixel density and use something like a 2048 map (although a 1024 might do it justice), otherwise, if it's going to be for a game you want to give the most UV space to the parts which are closest and most visible to the player.
Stick with it, the more you mess with it the better your understanding, you're making good progress so far, much better than my first few attempts.
No idea if this will help, but this is something I unwrapped recently, you want it to look something like this (even though mine isn't perfect)
[url]http://i.imgur.com/ktM97.jpg[/url]
[QUOTE=- Livewire -;34641873]First thing, apply a checker texture, this will prevent you from unintentionally stretching the texture when you unwrap, you can resize what you unwrapped in the UV window to make your checkers uniform.
Unwrap the rest how you unwrapped what you did already, try and apply what you learned through the tutorial to other parts of the model, try and hide all possible seams (although at times it's impossible) Remember that the relax tool is your best friend and if it act's weird, flip what you have unwrapped either horizontally or vertically and then try to relax it again.
If you're going for a portfolio piece give the whole weapon an even pixel density and use something like a 2048 map (although a 1024 might do it justice), otherwise, if it's going to be for a game you want to give the most UV space to the parts which are closest and most visible to the player.
Stick with it, the more you mess with it the better your understanding, you're making good progress so far, much better than my first few attempts.
No idea if this will help, but this is something I unwrapped recently, you want it to look something like this (even though mine isn't perfect)
[url]http://i.imgur.com/ktM97.jpg[/url][/QUOTE]
Many thanks for that, I'll see what I can learn about applying textures to follow your advice, haven't figured that part yet since I only just begun my modelling experience a few 10-ish hours ago.
I'm hoping I'll get this neat-o Ambient Occlusion bake going so I can see how it'd look with proper shadows on the texture.
I'm still getting the hang of Blender, but modelling was much more fun than I could ever imagine and I want to keep doing it to learn more techniques and improve.
[QUOTE=- Livewire -;34641873]
No idea if this will help, but this is something I unwrapped recently, you want it to look something like this (even though mine isn't perfect)
[url]http://i.imgur.com/ktM97.jpg[/url][/QUOTE]
[i]Mother of God.[/i]
Does anyone know much about converting hair to mesh planes? I see some people do it by hand but I cant seem to find any documenting on it at all being converted from hair modifiers to hair cards.
I used a place holder for the hair for now.
[img_thumb]http://dl.dropbox.com/u/11830984/pictures/despair/alicia%20udk%20render.PNG[/img_thumb]
[QUOTE=t-man;34646112]-snip[/QUOTE]
-snip
Please give me some cc on the diffuse texture. Currently it is diffuse only no spec maps or bump maps etc. I'm not the best with photoshop but trying really hard :P.
Clay render (shown earlier):
[IMG]http://i42.tinypic.com/352jgn7.jpg[/IMG]
Diffuse render:
[IMG]http://i41.tinypic.com/huocbd.jpg[/IMG]
Awesome, looks really good.
[QUOTE=Lt_C;34644906][i]Mother of God.[/i][/QUOTE]
It looks daunting, but it actually only took me 3 days to do.
[QUOTE=- Livewire -;34669624]It looks daunting, but it actually only took me 3 days to do.[/QUOTE]
~ONLY~ 3 days.
[QUOTE=VaSTinY;34636078]
Now I am at the point where I am satisfied with this one Mosin M1895 Revolver[/QUOTE]
Mosin-Nagant 1891: designed by Sergei Mosin and Emile Nagant
Nagant 1895: designed by Leon Nagant
There is no such thing as a Mosin revolver. The only firearm Sergei Mosin designed was the 1891 rifle.
[QUOTE=Milkyway M16;34671826]~ONLY~ 3 days.[/QUOTE]
Some stages of modelling take like, weeks/months.
Or do you mean that I was fast? The weapon only had a few complicated parts, the rest was fairly easy.
[QUOTE=- Livewire -;34680955]Some stages of modelling take like, weeks/months.
Or do you mean that I was fast? The weapon only had a few complicated parts, the rest was fairly easy.[/QUOTE]
I can usually knock out a diffuse in about 1-6 hours. If it requires a great deal of embellishments that I need to draw by hand, then it might take 8-12.
That, on the other hand, would probably take me 12-20 hours, and most of that would be time trying to figure out what was where. The huge amount of uneven and curved lines would take more time to draw on edge highlighting and scratches, buts and pieces of gun are everywhere, and it'd take a great deal of care not to overlap and end up in another part of the texture.
More power to you man.
In brighter setting working on spec map I could really use some help if someone would be will to help me on my spec map.
[IMG]http://img403.imageshack.us/img403/1039/rendertest2.jpg[/IMG]
I still stand by my earlier statement; It's awesome!
Meh, not happy with it yet. (Lights will eventually be blue on the cylinder)
[img]http://i.imgur.com/9IXnm.jpg[/img]
Fuck that's nice.
[QUOTE=- Livewire -;34693890]Meh, not happy with it yet. (Lights will eventually be blue on the cylinder)
[img]http://i.imgur.com/9IXnm.jpg[/img][/QUOTE]
get warmer colors. it looks really generic and doesn't really stand out from all the other concept sci-fi guns.
the model itself looks really good and i can't imagine the pain you went through to unwrap it, so good job with that.
Whenever someone says ~sci fi guns~ I think black, white and Orange.
Maybe because of District 9, but I think they do suit sci-fi themes.
[QUOTE=MenteR;34694860]get warmer colors. it looks really generic and doesn't really stand out from all the other concept sci-fi guns.[/QUOTE]
It was looking generic because there was far too much of the grey base, I darkened the dark areas a little more then made the attachments at the top and some parts at the back the same colour, looks much better now. I'll play with the tones of the base texture some more and see what I get.
I did a super simple file cabinet for Amnesia.
[img]http://i55.tinypic.com/24fzrec.png[/img]
[img]http://uppix.net/f/6/e/5f6bea14dd5b9af251f715eb07a28.gif[/img]
It's neato.
[editline]14th February 2012[/editline]
I think fewes would love the Amnesia SDK.
Decided to give modeling another shot after a few years..
Isn't she cute? I call her smokey. :v:
[IMG]http://i924.photobucket.com/albums/ad84/tw34kpics/3ds/ashtray02.png[/IMG]
She's adorable.
I don't like her just because she hangs around with too many fags.
here is what i have been working on in blender
[IMG]http://i1040.photobucket.com/albums/b409/shadota/shiron_head_textured.png[/IMG]
i am struggling with eyes pretty much
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