Blender Game Engine really isn't ideal over Unity. I'd suggest going with that.
[QUOTE=Constructor;37762727]You don't happen to be Finnish, do you?[/QUOTE]
Sure am...actually I'm a fennoswede traitor from the coast. Not the hurricane coast but the hurriclan coast.
[IMG]http://puu.sh/17Nbl[/IMG]
Start of a new character. Going to end up being a mall cop when it's through.
seems like he's too skinny from the waist down, it doesn't really carry over the size of his torso. leg length looks good tho if a little long
Yeah I'd shorten the legs a tiny bit. And continuing from the above comment, try what making the legs sort of triangle going from wide to tiny will look like, otherwise they seem kinda silly just sticking out from the big belly.
Otherwise I like it, it has character. But needs some tuning too.
A bit more on the texture
[IMG]http://i.minus.com/ibjhl4IPPpMTEN.png[/IMG]
What is your method of texturing?
Totally forgot this thread existed, another one to watch.
Trying to decide what type of render to use for a 'folio shot.
Marmoset ambience:
[img]http://fewes.se/images/backpack_fin.jpg[/img]
...or using a viewport shader, 3 point lights:
[img]http://puu.sh/18ktM[/img]
First one looks more realistic, second one shows off the maps better but has some artifacts, hmm...
can u post wires/texture breakdowns? i dig the texturing. turned out great
[QUOTE=DOG-GY;37790174]can u post wires/texture breakdowns? i dig the texturing. turned out great[/QUOTE]
Sure thing. Low poly is kind of crap right now though.
[img]http://puu.sh/18mTE[/img]
[img]http://puu.sh/18mTi[/img]
just needs some cleanup since there's a lot of disparity between polygon distribution
modeling is very clean though so that's an easy fix
[editline]24th September 2012[/editline]
[img] http://filesmelt.com/dl/nicerocktex.png[/img]
did a diffuse/spec/normal for a nice rock wall i took a photo of at tybee island yesterday
I hope I can texture that well some day :v:
[QUOTE=DOG-GY;37790398]just needs some cleanup since there's a lot of disparity between polygon distribution
modeling is very clean though so that's an easy fix
[editline]24th September 2012[/editline]
[img] http://filesmelt.com/dl/nicerocktex.png[/img]
did a diffuse/spec/normal for a nice rock wall i took a photo of at tybee island yesterday[/QUOTE]
i can almost eat it
[QUOTE=MenteR;37791507]i can almost eat it[/QUOTE]
That may not be good for your teeth.
rockit launcher high poly!
[img]https://dl.dropbox.com/u/1157653/rockit3.jpg[/img]
scope stand part looking pretty bare but that's alright for now i suppose
So I'm trying to uv unwrap this and am having a lot of trouble. Why is it all distorted?
[img_thumb]http://puu.sh/18rIA[/img_thumb]
Why isn't it unwrapping like this?
[img]http://puu.sh/18rMu[/img]
Or if there is a better way I should be unwrapping this, would someone kindly fill me in?
[QUOTE=fewes;37790154]Totally forgot this thread existed, another one to watch.
Trying to decide what type of render to use for a 'folio shot.
Marmoset ambience:
[t]http://fewes.se/images/backpack_fin.jpg[/t]
...or using a viewport shader, 3 point lights:
[t]http://puu.sh/18ktM[/t]
First one looks more realistic, second one shows off the maps better but has some artifacts, hmm...[/QUOTE]
Now that's a sexy bag.
[QUOTE=DOG-GY;37790398]just needs some cleanup since there's a lot of disparity between polygon distribution
modeling is very clean though so that's an easy fix
[editline]24th September 2012[/editline]
[img] http://filesmelt.com/dl/nicerocktex.png[/img]
did a diffuse/spec/normal for a nice rock wall i took a photo of at tybee island yesterday[/QUOTE]
Tybee Island's a great place. Going there on vacation next month.
Red Bull Speed Racer
[img]http://geoffballington.com/datbikerender.jpg[/img]
[QUOTE=woolio1;37795417]Tybee Island's a great place. Going there on vacation next month.[/QUOTE]
i live in savannah now so its a 20 minute drive. it's fantastic.
[editline]25th September 2012[/editline]
[QUOTE=Kiamberm;37792970]So I'm trying to uv unwrap this and am having a lot of trouble. Why is it all distorted?
[img_thumb]http://puu.sh/18rIA[/img_thumb]
Why isn't it unwrapping like this?
[img]http://puu.sh/18rMu[/img]
Or if there is a better way I should be unwrapping this, would someone kindly fill me in?[/QUOTE]
you've put in more geometry and that geometry makes it no longer a box. your triangles that you inset into the box is what's distorting it. you can't unwrap that to to be flat. well, you can but you should never do that because the polygon strips that connect the main box to the inset triangles would take up 0 pixels.
you should be breaking your uv islands by smoothing groups.
[QUOTE=DOG-GY;37796515]i live in savannah now so its a 20 minute drive. it's fantastic.
[/QUOTE]
I really do envy you... I'm stuck in Knoxville, TN, so any sort of beach is over a hundred miles away.
I live in Wales, beach all around but shitty weather .
[QUOTE=Kiamberm;37792970]So I'm trying to uv unwrap this and am having a lot of trouble. Why is it all distorted?
[img_thumb]http://puu.sh/18rIA[/img_thumb]
Why isn't it unwrapping like this?
[img]http://puu.sh/18rMu[/img]
Or if there is a better way I should be unwrapping this, would someone kindly fill me in?[/QUOTE]
Project XYZ, bring out UV Verts so they're not stretching.
Though thats Blender I'm not sure it's the same way.
Yes yes, more generic uninspired arab stuff but its hard to argue with sales.
Decided this morning and get back to 3D modeling for the first time since the start of summer, I started a new arab city project and so I'm starting off with the vegetation, so I set out to make a new date palm model and I'm pleased for the mornings work. All I've got to do is fix some of the alpha artifacts and I'm going to move on to a new type of tree. This time around I want a really lively arab city with lots of vegetation.
[img]http://i14.photobucket.com/albums/a345/ajackss/newpalm.jpg?t=1348601382[/img]
[QUOTE=DOG-GY;37796515]i live in savannah now so its a 20 minute drive. it's fantastic.
[editline]25th September 2012[/editline]
you've put in more geometry and that geometry makes it no longer a box. your triangles that you inset into the box is what's distorting it. you can't unwrap that to to be flat. well, you can but you should never do that because the polygon strips that connect the main box to the inset triangles would take up 0 pixels.
you should be breaking your uv islands by smoothing groups.[/QUOTE]
Do you mean like this?
[img_thumb]http://puu.sh/18BD0[/img_thumb]
It's definitely cleaner, but it's a bit mixed up. I'm not sure what pieces go where, and that might make it a little confusing for me to texture.
[editline]25th September 2012[/editline]
Sorry if I'm clogging up the thread with my amateur work and questions, I'm not sure where else to go.
you need to add padding otherwise you'll have a lot of ugly bleeding from mipmapping. and no, you also should break the corners of the box. any edge that has a smoothing group change should be split.
you dont have to break things like this if you're not going to normal map but i assumed you would, perhaps wrongly so.
Well, I wasn't planning on normal mapping this one. I thought I'd just go through the process of creating an object from scratch, uv'ing and texturing it. I didn't want to jump in too deep on my first try. I've made a few models before but I've never really completed any of them. I thought I'd try the whole normal mapping process on my next object.
By padding I'm assuming you mean putting some room between the islands? Is it alright to move the islands around by hand?
padding means putting space between islands. you should be packing your textures by hand, so yeah you should move the islands. computers are not as good as people at figuring out how to pack uvs.
because you're not normal mapping, i'd split it up like this:
main box shape is unwrapped as it was in the pic above
the inset triangles have each of those thin strips lining their edges, broken up at corners so it flattens properly.
you can also overlap the uvs to get a lot more resolution but that sacrifices having unique sides
Decided to do some super low poly modelling & texturing:
512x512 Diffuse & Normal.
[img_thumb]http://geoffballington.com/wallet/render1.jpg[/img_thumb]
[img_thumb]http://geoffballington.com/wallet/render2.jpg[/img_thumb]
Sorry, you need to Log In to post a reply to this thread.