Page 4 of 21

Re: Models by macuser

Posted: 13 May 2010, 22:29
by macuser
Thanks, I did some deep searching on mangust's models page and found a link to the orig (even before mangust) textures.

Is this it?

Re: Models by macuser

Posted: 13 May 2010, 22:40
by MaNGusT
macuser wrote:Thanks, I did some deep searching on mangust's models page and found a link to the orig (even before mangust) textures.

Is this it?
Yes. :wink:

Re: Models by macuser

Posted: 13 May 2010, 23:13
by macuser
I tried texturing it and i'm rather unsure what to do. I can upload the texture maps if someone would like to have a go, or if someone could show me on one of them :)

-regards macuser

Re: Models by macuser

Posted: 14 May 2010, 02:43
by macuser
Texture maps :)

Re: Models by macuser

Posted: 14 May 2010, 02:44
by macuser
And

Re: Models by macuser

Posted: 14 May 2010, 03:10
by MaNGusT
Dude... it's terrible... You should learn some UVmap lessons or give a model to someone who know how to map texture coordinates. :|

Re: Models by macuser

Posted: 14 May 2010, 03:13
by macuser
Yeah I know :( I just ran it through a program. Maybe I can fix it up.

Re: Models by macuser

Posted: 14 May 2010, 04:28
by Olrox
macuser wrote:Yeah I know :( I just ran it through a program. Maybe I can fix it up.
I don't know if it will help, but the guide I've wrote about creation of models covers UV mapping (I don't know, because it doesn't contain strictly technical information, it's more about logical guidelines to produce efficient UV maps).

Since the model is symmetrical, you can overlap a lot of faces to make a more effective usage of the texture page's space, for instance. Also, always remember that, since you're going to apply affects to promote cohesion between the faces, they must be positioned logically in relation to each other whenever possible, so that the 2d texture effects affect them like if the model was assemblied rather than broken down in pieces (like it atually is, in the UV map :P )

You've got to deceive the spectators! You've got to make 'em think that you're cheating, and are using special rendering effects! But it must be purely 2d artistical composition, most of the times! This way you can produce stunning effects, and if someone asks how many polys, you give them a number under 70, and when they ask you about what shaders you've used, you say you didn't use any :ninja:

But since we're having normal mapping and probably specular mapping as well in the future, your work gets easier as an artist :wink:

Anyway, I've adhered to a method of composing at least part of the normal map via texturing, by using the right filters provided by Nvidia (fortunately, for free). But we can talk about that after you've made some nice UV maps - I think it's worthy to invest time on that :)

~Olrox

Re: Models by macuser

Posted: 14 May 2010, 08:53
by Jorzi
What program(s) are you using? In blender I can do good uv-layouts very quickly, I just mark the seams, use the standard auto-unwrap feature and move the pieces around a bit. I can even do it for you if you send me the model (preferably in 3ds or obj) although I will not be available until monday.

Re: Models by macuser

Posted: 14 May 2010, 16:18
by macuser
Thanks guys, I just read through a BUNCH of tutorials and I found this one to be most helpful http://www.jawa9000.com/Technical/UVs/UVs.htm. I think most of the problem was also due to the fact that the orig model had a LOT of flaws in it. The way the model was constructed it had two sides. It appears that the first side was made then reversed and just pasted onto the back then the details were added for the respective sides. So you've got double edges all along the middle etc. So ive tried to fix some of those flaws and i'll try again. Again thanks for you help.

@jorzi Since my laptop is not very powerful I am using google sketchup on it then when I get home I transfer it to MAYA on my Desktop (Dual core 3.2GHZ 3GB RAM 640GB HD windows7/mac 10.5/Ubuntu 9.10 nvidia gf 9300 GT)

-regards macuser

Re: Models by macuser

Posted: 16 May 2010, 00:12
by macuser
KK, fixed up the models. In the process I reduced the wall to 82 polys, the hardpoint to 99, the double wall to 41, the fortress to 106 and yes Olrox I did change it to use geometry going through the faces now :) . I'll now start on the uv mapping :roll: .

-regards macuser

Re: Models by macuser

Posted: 16 May 2010, 00:29
by Olrox
macuser wrote:KK, fixed up the models. In the process I reduced the wall to 82 polys, the hardpoint to 99, the double wall to 41, the fortress to 106. I'll now start on the uv mapping :roll: .
Good luck :)

Re: Models by macuser

Posted: 17 May 2010, 05:14
by Roux Le Corps
and still no name for our newest defensive structure... fortified wall doesn't seem to suit (considering the upgrades) maybe nano-crete walls? i dunno i just think that about fortress time i have auto repair so it would suit that the walls can auto repair too :S
Good models though and i can't wait to see the textures!

Re: Models by macuser

Posted: 17 May 2010, 05:16
by Olrox
Roux Le Corps wrote:and still no name for our newest defensive structure... fortified wall doesn't seem to suit (considering the upgrades) maybe nano-crete walls? i dunno i just think that about fortress time i have auto repair so it would suit that the walls can auto repair too :S
Good models though and i can't wait to see the textures!
Hypercrete wall / Fortress wall, maybe?
But we should at least have it in-game before thinking too much about the name, I think :hmm:

~Olrox

Re: Models by macuser

Posted: 17 May 2010, 05:38
by Roux Le Corps
Touché Olrox, but i see this as something that, excluding special circumstance would make it in game, so i jumped the gun and tried thinking of name, research req's etc... i tend to do that... i was thinking of hypercrete, seemed cliché to use (hardcrete supercrete etc) But agreed, ill just mull it over in my head until the textures and such are done and it's been approved for a beta :)