This is my first attempt at texturing, first attempt at using a high poly model and first attempt at modelling a gun, so some opinions would be nice
Pretty closely based on a Pardner 20 ga.
Low poly comes to 1850 tris
[img]http://puu.sh/25xLB[/img]
[img]http://puu.sh/25xFV[/img]
[QUOTE=A big fat ass;39646542]You should have jiggleboned the last strand of spaghetti hanging off the knife at the end there.
[editline]19th February 2013[/editline]
Oh, nevermind. I didn't read the big red words on the FPSBanana page that said you tried jigglebones but they didn't work right.[/QUOTE]
Yeah, I'm not entirely sure where it went wrong. I'll try again in a few days.
[img]http://puu.sh/24fKf[/img]
[img]http://puu.sh/24gre[/img]
Check your vertex weights.
[QUOTE=Winstonn;39654171]This is my first attempt at texturing, first attempt at using a high poly model and first attempt at modelling a gun, so some opinions would be nice
Pretty closely based on a Pardner 20 ga.
Low poly comes to 1850 tris
[img]http://puu.sh/25xLB[/img]
[img]http://puu.sh/25xFV[/img][/QUOTE]
Except for the wood looking a bit like plastic and not really matching the wear of the metal I'd say that's pretty good for a first gun.
[QUOTE=InsanePyro;39650855]What did I break this time? Chrome is see through
[IMG]http://cloud-2.steampowered.com/ugc/576729977647442584/61522F82B5C1473A72960AF4B665A2457B815A46/[/IMG]
And there here where it is purple its supposed to be black like the other strip. They both have the same texture assigned
[IMG]http://cloud-2.steampowered.com/ugc/576729977647440828/419F484709131EDF69BAA9960B7C87FEC736A246/[/IMG][/QUOTE]
Anyone?
[QUOTE=1337Cake;39671090]Anyone?[/QUOTE]
can you show us the textures used on that? diffuse and alpha channel of that diffuse, and the vmt
The texture is just a flat black vtf. Scaled properly and whatnot
Vmt is as follows
[code] "VertexLitGeneric" {
"$baseTexture" "FordBronco1990/black"
"$surfaceprop" "metal"
"$model" "1"
}
[/code]
I don't see why its doing this. Its the same VMT I use for everything else and the rest looks fine
Fixed the chrome so that can be disregarded
For the life of me i can't figure out how to do a UV map for long objects without going through this approach. i haven't been able to find any good tutorials on how to properly tile it without sticking it out of the UV space. help!
[img]http://i.cubeupload.com/SrCbbg.jpg[/img]
[img] http://cloud.steampowered.com/ugc/576729977691298013/042A4619EF0A0D777FEBC4E332D768D0A2819386/1024x577.resizedimage [/img]
What I find interesting is I noticed it does this in Max as well...Don't think its Source's fault
(the purple is supposed to be black just like the rest of the black and even uses the same texture)
[QUOTE=surfur;39672249]For the life of me i can't figure out how to do a UV map for long objects without going through this approach. i haven't been able to find any good tutorials on how to properly tile it without sticking it out of the UV space. help!
[img]http://i.cubeupload.com/SrCbbg.jpg[/img][/QUOTE]
It sticking out of the UV space isn't bad. I think it just tiles it. (the texture)
[QUOTE=surfur;39672249]For the life of me i can't figure out how to do a UV map for long objects without going through this approach. i haven't been able to find any good tutorials on how to properly tile it without sticking it out of the UV space. help!
[img]http://i.cubeupload.com/SrCbbg.jpg[/img][/QUOTE]
your way is correct assuming you don't want unique uvs
[QUOTE=Juniez;39675157]your way is correct assuming you don't want unique uvs[/QUOTE]
Alright, i didn't know if there was another way that i was missing.
[editline]22nd February 2013[/editline]
Woo! i love this site
[b]War Axe[/b] ([url=http://p3d.in/1mUsR]View in 3D[/url])
[url=http://p3d.in/1mUsR][img]http://p3d.in/model_data/snapshot/1mUsR[/img][/url]
Trying to make spas-12. i'm working too slow...
[IMG]http://i.imgur.com/MSOu7zL.png[/IMG]
It's looking alrightm but your polygon distribution is kinda fucked.
[QUOTE=~ZOMG;39676970]It's looking alrightm but your polygon distribution is kinda fucked.[/QUOTE]
what part exactly?
[QUOTE=Long Nange;39676988]what part exactly?[/QUOTE]
You could use hard edges and bake the round detail on there, but seeing how its pretty low poly as it is right now, it would be fine for a viewmodel
[QUOTE=FlyingAlien;39678444]You could use hard edges and bake the round detail on there, but seeing how its pretty low poly as it is right now, it would be fine for a viewmodel[/QUOTE]
what is hard edges? i really dont know
[media]http://www.youtube.com/watch?v=ciXTyOOnBZQ&feature=youtu.be[/media]
Basically, you currently are using the method of chamfering your main edge along the top on the gun.
But you could also just have a single edge running along there, baking the detail of the roundness on with a normal map while seperating the side and the top of the gun with a smoothing group (also separated in the UV map).
Anyone have any ideas with my purple problem? Its really pissing me off
Are you sure the texture is completely black? It might be UV'd to use one purple pixel in the corner or something.
[QUOTE=surfur;39675183]Alright, i didn't know if there was another way that i was missing.
[editline]22nd February 2013[/editline]
Woo! i love this site
[b]War Axe[/b] ([url=http://p3d.in/1mUsR]View in 3D[/url])
[url=http://p3d.in/1mUsR][img]http://p3d.in/model_data/snapshot/1mUsR[/img][/url][/QUOTE]
It seems like if someone were to swing that axe the spike in the bottom would be quite hazardous to them.
You already said that
[editline]23rd February 2013[/editline]
[QUOTE=kaine123;39683577]It seems like if someone were to swing that axe the spike in the bottom would be quite hazardous to them.[/QUOTE]
[QUOTE=kaine123;39649306]If you were to swing that axe it looks as though the spike at the bottom of the handle would get embedded into some part of your body.[/QUOTE]
[QUOTE=A big fat ass;39683562]Are you sure the texture is completely black? It might be UV'd to use one purple pixel in the corner or something.[/QUOTE]
Nope its all black. Made it myself.
[QUOTE=~ZOMG;39676970]It's looking alrightm but your polygon distribution is kinda fucked.[/QUOTE]
anybody disagreeing with this is objectively dead wrong.
[QUOTE=DOG-GY;39685734]anybody disagreeing with this is objectively dead wrong.[/QUOTE]
i'm no professional and i'm probably overdramatasizing this, but I think people are confusing each other, he's said that it's a WIP and that he doesn't know what hard edges are, so i'm assuming he also doesn't know what retopo or baking is
rather than trying to guess who is wrong or right, maybe it would be better to be more descriptive in posts or even give him links so that he can go off and do his own research and learning
with that said, the obligatory links
[url]http://www.polycount.com/forum/showthread.php?t=107196[/url]
[url]http://wiki.polycount.com/NormalMap/[/url]
[url]http://www.polycount.com/forum/showthread.php?t=100984[/url]
that said I can understand how people wouldn't want to repeat descriptive posts to every young upstart who appears in this thread
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