• Digital 3D Art v6
    4,999 replies, posted
[QUOTE=fox '09;28032279]are you kidding? Maybe the red circle-things could use less blur, but the texture is excellent for what it is. I dont think a sharp texture would be ideal for this[/QUOTE] some features need to be defined sharply while others don't.
it only took me the whole day to UV it... [img]http://img140.imageshack.us/img140/7439/ss20110213191802.png[/img] [img]http://img11.imageshack.us/img11/7649/ss20110213192016.png[/img] [img]http://img11.imageshack.us/img11/4839/ss20110213192051.png[/img] [img]http://img11.imageshack.us/img11/6720/ss20110213192126.png[/img]
It sounds pretty damn hard to UV map things, I'm not even completely sure what EXACTLY it is. (Though I have a probably pretty accurate assumption from looking at this thread)
[QUOTE=paul simon;28042471]It sounds pretty damn hard to UV map things, I'm not even completely sure what EXACTLY it is. (Though I have a probably pretty accurate assumption from looking at this thread)[/QUOTE] it isn't hard in my opinion, just time consuming.
[QUOTE=paul simon;28042471]It sounds pretty damn hard to UV map things, I'm not even completely sure what EXACTLY it is. (Though I have a probably pretty accurate assumption from looking at this thread)[/QUOTE] It depends on the program, honestly. I find it near impossible in 3DS, but then again I find everything near impossible in 3DS. Lemme find a model of mine somewhat not terrible and no-effort. [IMG]http://dl.dropbox.com/u/1689248/hcrmodel.png[/IMG] [IMG]http://dl.dropbox.com/u/1689248/hcrUV.png[/IMG] Still needs a bit of cleanup, but pretty good for 0.002 seconds' work. A layout like that in 3DS would've taken me hours. [IMG]http://dl.dropbox.com/u/1689248/hcr.svg[/IMG]
That UV map is horribly clustered. I can't find a single part I can identify in that map.
uvw unwrapping is piss easy [editline]14th February 2011[/editline] [QUOTE=mrhippieguy;28042837]A layout like that in 3DS would've taken me hours[/QUOTE] if it would have taken you hours to make something like that I think you need to go back to basics on unwrapping because you don't understand it just yet.
UV unwrapping in Blender 2.5 is easy. [url]http://www.blendercookie.com/2011/01/21/intro_uvmapping/[/url]
Yea, defining a cutline and then unfold the whole thing is pretty good, XSI has this feature too. 3DS-Max misses a feature like that. The only way is to use external Tools/Plugins like Unfold3D.
Umm, 3dsMax does have pelt mapping.
There is a program that does it brilliantly well, can't recall the name but I used it once and it was great.
[QUOTE=PLing;28046395]Umm, 3dsMax does have pelt mapping.[/QUOTE] Okay, just googled it :P I'm new to max, so I don't know a lot about it's features.
I dunno, I just use the auto-unwrap thingy in max (don't remember the name), it has some settings, after adjusting them and autounwrapping it looks pretty decent, only takes minutes
[QUOTE=lexus04;28046562]I dunno, I just use the auto-unwrap thingy in max (don't remember the name), it has some settings, after adjusting them and autounwrapping it looks pretty decent, only takes minutes[/QUOTE] Bad bad bad....
I know it's improper technique, cba to do it properly to be honest, I rarely model, and whenever I do it's most likely some single-use shit like that low-poly flute I made for MaxOfS2D
[QUOTE=DeanWinchester;28046509]There is a program that does it brilliantly well, can't recall the name but I used it once and it was great.[/QUOTE] There's a great stand-alone tool called UVLayout (which I've mentioned a couple of times in this thread), which is really effective unwrapping organic models. This because it hides an element after you've made seams, and when you're done cutting, you go into UV-view and start relaxing the elements. A tool/plugin I have yet to try out is XRayUnwrap, which is fully integrated in Max's unrwapping modifier, automatically unwraps your cut up elements, and has a lot of cool features.
[QUOTE=Jeggis;28048367]There's a great stand-alone tool called UVLayout (which I've mentioned a couple of times in this thread), which is really effective unwrapping organic models. This because it hides an element after you've made seams, and when you're done cutting, you go into UV-view and start relaxing the elements. A tool/plugin I have yet to try out is XRayUnwrap, which is fully integrated in Max's unrwapping modifier, automatically unwraps your cut up elements, and has a lot of cool features.[/QUOTE] That was the name! It's a great tool indeed, I mapped both a bench and a mailbox with it in a matter of minutes after I spent a couple of hours getting to know the program.
[IMG]http://img593.imageshack.us/img593/9339/supersallawallpaper1080.jpg[/IMG] Happy valentine's day! :love:
I don't have a sexy render, but Happy Valentines Day to you too, nVidia :buddy:
Oh nVidia. :allears: You silly thing you.
Holy crap that's purdy!
caustics :3:[img]http://static.facepunch.com/fp/ratings/heart.png[/img]
That picture was originally made for a valentine's day card, which i gave to a girl. It was funny when i gave it to her, she was like "You said you'd make it yourself?" Then i put on my smug face and i said "It is." :smug:
Then what happened? :smug:
[QUOTE=SweetSwifter;28054548]Then what happened? :smug:[/QUOTE] I got a hug, and we're best friends. :3:
Sadly, this is just another day for me, nothing special :(
[img]http://img717.imageshack.us/img717/6042/ss20110214165415.png[/img] note that the texture is a 8192x8192 map... which for the final will be shrunk to 1024x1024, but will have bumps and normals.
Wait what, it was/is valentines day? v:v:v
[QUOTE=paul simon;28056122]Wait what, it was/is valentines day? v:v:v[/QUOTE] [img]http://i.imgur.com/NnhKh.png[/img]
[QUOTE=nVidia;28051318][img_thumb]http://img593.imageshack.us/img593/9339/supersallawallpaper1080.jpg[/img_thumb] Happy valentine's day! :love:[/QUOTE] That makes me feel so warm inside. ;D
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