I've been working on model a fair bit, it being a learning experience in my first time using UV mapping and modelling past an untextured Glitch model. I kept the Duster mesh not too detailed as apart from the hat pictured I had not done UV mapping before. I've found that while I can learn and progress in Hammer and 3DS Max, it seems that photoshop endlessly confuses me.
I was wondering if anyone here had any links to tutorials or guides on making an appropriate clothing texture for this model. I have tried googling for help, and yet not found something quite right. Facepunch tends to be one of my last hopes for this sort of thing. Just for more information, here's the UV Map:
(2048x2048 PNG)
[media]http://filesmelt.com/dl/uvgrid.png[/media]
Though what I'm looking for isn't for someone else to do this for me, just help on doing it myself. Anything at all would be appreciated.
Here's a render of the model so far:
[img]http://filesmelt.com/dl/Combine_Eastwood.png[/img]
Update:
I somehow made a half-decent texture in photoshop, and compiled into the game. CLIPPING ISSUES AHOY!
Looks great and all, but why a combine? Are you planning on skinning citizens? If so you'll definatley get a download from me.
[QUOTE=Dr.Melombada;26066394]Looks great and all, but why a combine? Are you planning on skinning citizens? If so you'll definatley get a download from me.[/QUOTE]
The thought of a combine wearing a cowboy hat and duster amused me, and since I can do anything short of modelling dicks and still be marked fully for it, I decided to do it.
I may do citizens in the future, but I used a metrocop this time as it was my first time decompiling a model and I didn't want to have to worry about face-posing.
that duster looks like it's filled with down.
[QUOTE=seattlegluepiss;26067524]that duster looks like it's filled with down.[/QUOTE]
I'm aware of that :v: It had to cover the cop's arms, which I found were kind of bulky in the first place.
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