Now with 100% more Vray.
[IMG]http://i150.photobucket.com/albums/s117/Pythagoras64/bumpmaptest_02.jpg[/IMG]
I really need to stop being a lazy prick and make my own lighting setup instead of just using the one Ajacks sent me.
Sky+sun = light rig. What more do you need?
[QUOTE=Ajacks;27224639][img_thumb]http://i14.photobucket.com/albums/a345/ajackss/house_render_01.jpg?t=1294272875[/img_thumb][/QUOTE]
Is there anything that you have made that isn't amazing?
[QUOTE=wingless;27230655]Is there anything that you have made that isn't amazing?[/QUOTE]
If there ever was, I'd feel a lot more confident in myself. Those buildings are just incredible.
[QUOTE=Kybalt;27226002][img_thumb]http://img406.imageshack.us/img406/4599/ss20110105200958.png[/img_thumb]
how can i fix this not manually, because this would be impractical to fix manually always.[/QUOTE]
Fix these things up and UVing will be much easier:
[URL=http://www.imagebanana.com/view/b40socon/holymacaroly.png][IMG]http://img5.imagebanana.com/img/b40socon/thumb/holymacaroly.png[/IMG][/URL]
Red: Make the beams floating, they don't really have to be attached to the cubish things.
Blue: If these are going to be ropes, it's enough to make 2 planes, which will be visible later from both sides, like this: [URL=http://www.imagebanana.com/view/h3uacmse/planes.png][IMG]http://img5.imagebanana.com/img/h3uacmse/thumb/planes.png[/IMG][/URL]
Orange: Either make this thing one long beam or 2 to 3 parts. I would prefer tu cut it into 3 pieces for easier UVing. You will get more detail on it when it's cut into pieces, if it's to big you can't put that much detail on it or have to resize your texture.
Less polygons, easier UV mapping more UV space which results in a much more detailed texture ;)
Fucking about in mudbox is quite fun actually, I made cancer.
[img]http://dl.dropbox.com/u/9038221/ITT-CANCER.png[/img]
nothing i love more then loading huge images on my phone
I don't feel like working any further on that thing, so it's finished for now:
[img_thumb]http://pac.gmod.de/Bilder/Models/Colt%20Trooper%20MKIII/colt_2.PNG[/img_thumb]
[img_thumb]http://pac.gmod.de/Bilder/Models/Colt%20Trooper%20MKIII/colt_2_wire.PNG[/img_thumb]
Time to get some Stargate mod stuff done.
[QUOTE=Pac_187;27235433]I don't feel like working any further on that thing, so it's finished for now:
[img_thumb]http://pac.gmod.de/Bilder/Models/Colt%20Trooper%20MKIII/colt_2.PNG[/img_thumb]
[img_thumb]http://pac.gmod.de/Bilder/Models/Colt%20Trooper%20MKIII/colt_2_wire.PNG[/img_thumb]
Time to get some Stargate mod stuff done.[/QUOTE]
That's really nice.
Very good geometry.
That's nice to hear! It took me some time to figure out how Sub-D works best, but I get better from time to time :)
[QUOTE=Pac_187;27232808]Fix these things up and UVing will be much easier:
[URL=http://www.imagebanana.com/view/b40socon/holymacaroly.png][img_thumb]http://img5.imagebanana.com/img/b40socon/thumb/holymacaroly.png[/img_thumb][/URL]
Red: Make the beams floating, they don't really have to be attached to the cubish things.
Blue: If these are going to be ropes, it's enough to make 2 planes, which will be visible later from both sides, like this: [URL=http://www.imagebanana.com/view/h3uacmse/planes.png][img_thumb]http://img5.imagebanana.com/img/h3uacmse/thumb/planes.png[/img_thumb][/URL]
Orange: Either make this thing one long beam or 2 to 3 parts. I would prefer tu cut it into 3 pieces for easier UVing. You will get more detail on it when it's cut into pieces, if it's to big you can't put that much detail on it or have to resize your texture.
Less polygons, easier UV mapping more UV space which results in a much more detailed texture ;)[/QUOTE]
thanks for the advice, i was planning on fixing a lot of that, and redoing my UVs... :frown:
want the version I redid?
nah i need my own practice, it wont take long anyway.
[editline]6th January 2011[/editline]
[img]http://img257.imageshack.us/img257/7555/ss20110106162525r.png[/img]
done, uving time.
[editline]6th January 2011[/editline]
[img]http://img291.imageshack.us/img291/2060/ss20110106163500.png[/img]
done, texturing time.
[editline]6th January 2011[/editline]
actually i have no idea how i'm gonna texture this.
Hey, guys. this is my first 3d model but I can't get this UV mapping right. Could anyone help me please?
I already followed several tutorials to UV map, but I just don't get it.
[img_thumb]http://gyazo.com/f12ade592553b67a5c0599532195c0c6.png[/img_thumb]
I think you could go lower on the amount of polygons and still get around the same amount of detail, best solution is cylindrical mapping for this one it seems. And planar mapping for the "back".
[QUOTE=Kybalt;27241733]nah i need my own practice, it wont take long anyway.
[editline]6th January 2011[/editline]
(image)
done, uving time.
[editline]6th January 2011[/editline]
(Image)
done, texturing time.
[editline]6th January 2011[/editline]
actually i have no idea how i'm gonna texture this.[/QUOTE]
Seeing as most of the parts have the same shape and should have pretty much the same texture, you can probably get away with stacking the UV's.
[QUOTE=Supersheepie;27242295]Hey, guys. this is my first 3d model but I can't get this UV mapping right. Could anyone help me please?
I already followed several tutorials to UV map, but I just don't get it.
[img_thumb]http://gyazo.com/f12ade592553b67a5c0599532195c0c6.png[/img_thumb][/QUOTE]
You don't need to texture that, a material would do the job.
[QUOTE=xxxkiller;27243564]
You don't need to texture that, a material would do the job.[/QUOTE]
Yes you do. You need to texture everything
No you don't. Or have you ever UV mapped something made of glass? Unless of course you want dirt or scratches on it, in which case you are correct.
[QUOTE=xxxkiller;27245991]No you don't. Or have you ever UV mapped something made of glass? Unless of course you want dirt or scratches on it, in which case you are correct.[/QUOTE]
If this is the case, just UV Map it. I've never unwraped anything unless it's for a game.
[QUOTE=Kybalt;27241733]nah i need my own practice, it wont take long anyway.
[editline]6th January 2011[/editline]
[img_thumb]http://img257.imageshack.us/img257/7555/ss20110106162525r.png[/img_thumb]
done, uving time.
[editline]6th January 2011[/editline]
[img_thumb]http://img291.imageshack.us/img291/2060/ss20110106163500.png[/img_thumb]
done, texturing time.
[editline]6th January 2011[/editline]
actually i have no idea how i'm gonna texture this.[/QUOTE]
To be honest, it's just all wrong.
Well, you could texture it now, but it will look bad and stretchy and what not.
UV mapping isn't a 5min job, it takes time and you have to do it in a way that lets you easily edit it later in Photoshop or similar.
If you want, export the model as an *.obj and send it to me via PM and I will do the UV mapping for you
and take a overall look onto the model and the things you have changed.
In the meantime you could search for some UV mapping tutorials for Max and learn the techniques.
For example this one on CGTuts+: [url=http://cg.tutsplus.com/tutorials/autodesk-3ds-max/uv-unwrapping-a-hard-surface-object-in-3ds-max/]Click me![/url]
[QUOTE=Kybalt;27241733]
[img_thumb]http://img291.imageshack.us/img291/2060/ss20110106163500.png[/img_thumb]
done, texturing time.
[editline]6th January 2011[/editline]
actually i have no idea how i'm gonna texture this.[/QUOTE]
That's a terribly unoptimized uv map. So many empty spaces
[editline]7th January 2011[/editline]
Laying uv shells is like playing tetris with advanced shapes.
like I said on steam, overlap your shells
only don't if they absolutely require their own texture space or you've got lightmaps or something.
[QUOTE=DOG-GY;27251874]like I said on steam, overlap your shells
only don't if they absolutely require their own texture space or you've got lightmaps or something.[/QUOTE]
That's why lightmaps go to the second uvw channel.
UV set*
[img]http://dl.dropbox.com/u/10228890/M162.png[/img]
WIP for Opposing Force 2
(Yes, I am a 3D candidate :D)
It looks rather low-poly. Did they give you a limit or something?
[QUOTE=PLing;27253906]It looks rather low-poly. Did they give you a limit or something?[/QUOTE]
The creator did tell me to use optimized geometry, but I really didn't focus on it that much(Not as in everything can't be decimated easily, I just didn't focus on a low polycount).
For texture/bump detail I was thinking of converting it all to triangles and importing it into sculptris or something to that effect.
[QUOTE=jjsullivan;27253692][img_thumb]http://dl.dropbox.com/u/10228890/M162.png[/img_thumb]
WIP for Opposing Force 2
(Yes, I am a 3D candidate :D)[/QUOTE]
Isn't that the weapon i textured which had absolutely terrible geometry because the holes we're done with boolean.
I think it is.
I remember that m16.
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