Darkhomb Posted December 14, 2005 Report Share Posted December 14, 2005 you never said if the seams were fine or not.. cuz i just did it straight top and bottom. Link to comment Share on other sites More sharing options...
Vaaish Posted December 14, 2005 Author Report Share Posted December 14, 2005 from what I can see with the test map applied to the mesh the seams look fine. Link to comment Share on other sites More sharing options...
Darkhomb Posted December 14, 2005 Report Share Posted December 14, 2005 (edited) its at an angle so you cant see them, ill show you a front pic, but the seams are on the sides where top and bottom connect on all. If you look at post 41 (though i changed some stuff since then) the seams will be where the greenlines are at. Edited December 14, 2005 by Darkhomb Link to comment Share on other sites More sharing options...
Vaaish Posted December 14, 2005 Author Report Share Posted December 14, 2005 can you post a render of the model instead of a screen capture? That will help me see how the seems come together better. THe greenlines obscure the seem and makes it harder to see how they match up. Link to comment Share on other sites More sharing options...
Darkhomb Posted December 14, 2005 Report Share Posted December 14, 2005 (edited) Well I am at work now, I'll post when I get of, that will be in about 5 more hours. Edited December 14, 2005 by Darkhomb Link to comment Share on other sites More sharing options...
Vaaish Posted December 14, 2005 Author Report Share Posted December 14, 2005 np Link to comment Share on other sites More sharing options...
Darkhomb Posted December 14, 2005 Report Share Posted December 14, 2005 (edited) post 43 has a render in it. you can see they dont line up that well.. Actually does it matter how it lines up? that just depends on where its placed in the 512x512 map. What should matter is where the seams are at and how visable it is correct? Edited December 14, 2005 by Darkhomb Link to comment Share on other sites More sharing options...
Darkhomb Posted December 14, 2005 Report Share Posted December 14, 2005 Here this will show the seams... As I told you they are straight top and bottom Link to comment Share on other sites More sharing options...
Vaaish Posted December 15, 2005 Author Report Share Posted December 15, 2005 I think we will be safe... all the seams look like they are in places wecan fudge and overlap the texture on so they don't show up.  Number and location of seams is the big issue... everything else is just prioritizing and getting the map to use the greatest possible amount of space on the texture. Link to comment Share on other sites More sharing options...
Darkhomb Posted December 15, 2005 Report Share Posted December 15, 2005 better? cant scale the main body much more Link to comment Share on other sites More sharing options...
fux0r666 Posted December 15, 2005 Report Share Posted December 15, 2005 How does that effect the density? The mandibles seem kind of large. Not that that is too much of a problem if you have room for them, but the mandibles will have a texture that's like 5 times denser than the rest of the animal, there. Link to comment Share on other sites More sharing options...
Darkhomb Posted December 15, 2005 Report Share Posted December 15, 2005 (edited) Not sure. but i figure why waist space if i can size it up.heres a quick color mapping Edited December 15, 2005 by Darkhomb Link to comment Share on other sites More sharing options...
Vaaish Posted December 15, 2005 Author Report Share Posted December 15, 2005 better? cant scale the main body much more  yes better... but remember that the top of the body is going to be looked at the closest followed by the jaw aera and the bottom of the mesh that is what should take the most space on the map... even if you have to scale everything else down to fit in teh remaining space. Link to comment Share on other sites More sharing options...
Darkhomb Posted December 15, 2005 Report Share Posted December 15, 2005 Do you think I should detach the top of the head then to give it some better detail? Link to comment Share on other sites More sharing options...
Vaaish Posted December 15, 2005 Author Report Share Posted December 15, 2005 Do you think I should detach the top of the head then to give it some better detail? not particularly... its mainly an alloy so there isn't much detail except for in the eye area... what you have will be alright unless for some reason the edge of the alloy plates blurs when its textured. Link to comment Share on other sites More sharing options...
Darkhomb Posted December 15, 2005 Report Share Posted December 15, 2005 Well I messed the feet up I'll work on them later but I fixed some other stuff moved some vertex's around lined the feet/teeth up better and rearanged the map. Link to comment Share on other sites More sharing options...
Vaaish Posted December 15, 2005 Author Report Share Posted December 15, 2005 I took your UV map and rearranged it in photoshop to give a better idea of how to give texture space to items. The power here is a little flaky cause of an ice storm so this is short. Link to comment Share on other sites More sharing options...
Darkhomb Posted December 15, 2005 Report Share Posted December 15, 2005 Ok, that does look better. I was trying to fit both top and bottom the same though the bottom doesn't matter as much. and the feet are still giving me a problem, i spent hours to accomplish nothing. so whats the best way to do this, I delete one foot, uv the other one, then i mirror it and delete everything from the mirror except the other foot. then weld the 2 together and then place mirrored uv on top? Thats a long sentence.... Link to comment Share on other sites More sharing options...
Vaaish Posted December 15, 2005 Author Report Share Posted December 15, 2005 Ok, that does look better. I was trying to fit both top and bottom the same though the bottom doesn't matter as much. and the feet are still giving me a problem, i spent hours to accomplish nothing. so whats the best way to do this, I delete one foot, uv the other one, then i mirror it and delete everything from the mirror except the other foot. then weld the 2 together and then place mirrored uv on top? Thats a long sentence.... The best method is to delete half the model mirroir the remaining half and weld the vertices... that should give you a mirror image of the UV's (will also take up less pace in theory since the uv coords are the same for both) Link to comment Share on other sites More sharing options...
Darkhomb Posted December 15, 2005 Report Share Posted December 15, 2005 I tried doing that but the model does not go stright down the middle, for instand the top of its back and some other places. just mirror and weld those? Link to comment Share on other sites More sharing options...
Vaaish Posted December 15, 2005 Author Report Share Posted December 15, 2005 you night need to cut the polys that are there so you can mirror it Link to comment Share on other sites More sharing options...
Darkhomb Posted December 15, 2005 Report Share Posted December 15, 2005 Good to go, I'll work with it tomorrow as theres no time today. I should have mirrored it in the first place would have solved alot of problems. But this is a learning experience anyways. Link to comment Share on other sites More sharing options...
Vaaish Posted December 16, 2005 Author Report Share Posted December 16, 2005 your doin good for a first try Link to comment Share on other sites More sharing options...
fux0r666 Posted December 16, 2005 Report Share Posted December 16, 2005 If you're using Max, you can take the model and apply a symmetry modifier, with the 'slice plane' checkbox checked. Be sure to mirror it in the front viewport over the x plane. This will mirror it and make a slice down the centre of the model. Link to comment Share on other sites More sharing options...
Darkhomb Posted December 16, 2005 Report Share Posted December 16, 2005 (edited) nm figured something out, thanks for the tip Edited December 16, 2005 by Darkhomb Link to comment Share on other sites More sharing options...
Darkhomb Posted December 18, 2005 Report Share Posted December 18, 2005 Hows this? Link to comment Share on other sites More sharing options...
Shinzon Posted December 18, 2005 Report Share Posted December 18, 2005 (edited) I sometimes find that keeping everything horizontal is alot easier to texture, especualy when making mechanical things... So if you keep everything horizontaly/verticaly alligned it will much easier to texture it later, and it will save you alot of lost hair... Here is the unrawp of the Armor... Edited December 18, 2005 by Shinzon Link to comment Share on other sites More sharing options...
Darkhomb Posted December 18, 2005 Report Share Posted December 18, 2005 I can do that, but it will lose detail because I will have to shrink the main body down more to fit it like that though Link to comment Share on other sites More sharing options...
Vaaish Posted December 18, 2005 Author Report Share Posted December 18, 2005 basically the object is to give as much texture space to the objects that will be viewed the most as possible and fill in the others. so while with a human shinzons layout works best, it might not work so well with the raptor. personally I think you have a it much texture space for the feet, especially the bottoms. and too little on the jaws. Link to comment Share on other sites More sharing options...
Darkhomb Posted December 18, 2005 Report Share Posted December 18, 2005 Played aroud with texture and bumping, This is not in anyway my work towards a texture as thats not my thing someone else will do that, I just wanted to see something. Link to comment Share on other sites More sharing options...
Guest Azrael Posted December 18, 2005 Report Share Posted December 18, 2005 Played aroud with texture and bumping, This is not in anyway my work towards a texture as thats not my thing someone else will do that, I just wanted to see something.<{POST_SNAPBACK}>Wow, looks impressive nonetheless Link to comment Share on other sites More sharing options...
Darkhomb Posted December 19, 2005 Report Share Posted December 19, 2005 Thanks, it might look good on the model, but youd laugh if you saw the actual texture I made looks like a three year olds coloring book Link to comment Share on other sites More sharing options...
Darkhomb Posted December 19, 2005 Report Share Posted December 19, 2005 Ok, I getting warmer? Link to comment Share on other sites More sharing options...
Vaaish Posted December 19, 2005 Author Report Share Posted December 19, 2005 yep... but the bottom looks cut off Link to comment Share on other sites More sharing options...
Darkhomb Posted December 19, 2005 Report Share Posted December 19, 2005 yep... but the bottom looks cut off What are you looking at, looks fine to me? Link to comment Share on other sites More sharing options...
Vaaish Posted December 19, 2005 Author Report Share Posted December 19, 2005 hmm... odd... I just reloaded the image and it looks fine now. Musta just not loaded all the way last time. Link to comment Share on other sites More sharing options...
Darkhomb Posted December 19, 2005 Report Share Posted December 19, 2005 What changes do you recommend? Link to comment Share on other sites More sharing options...
Vaaish Posted December 19, 2005 Author Report Share Posted December 19, 2005 I think your arrangement is good. I'd only suggest scaling everything else down a little more so you can enlarge the topside of the body a bit more. Link to comment Share on other sites More sharing options...
Darkhomb Posted December 19, 2005 Report Share Posted December 19, 2005 ?? Link to comment Share on other sites More sharing options...
Vaaish Posted December 19, 2005 Author Report Share Posted December 19, 2005 That should work pretty good... the underside really shouldn't need mch detail and we have pleanty of texture space to put detail in w/o it getting blurry everywhere else. Link to comment Share on other sites More sharing options...
Darkhomb Posted December 19, 2005 Report Share Posted December 19, 2005 Ok, Well I'm going to fix some stretching issues since i welded some fixes in the mesh and will attach after that, maybe tomorrow if i have time. Link to comment Share on other sites More sharing options...
Darkhomb Posted December 23, 2005 Report Share Posted December 23, 2005 Well I fixed that and its good to go for cept for some minor stretching I can't fix due to the uv but I am changing some things up that might fix that and be better overall plus better detail. Bear with me while I do this Link to comment Share on other sites More sharing options...
Darkhomb Posted December 23, 2005 Report Share Posted December 23, 2005 This fixes the front seams and the stretching. Tell me if you think this is a better idea. Link to comment Share on other sites More sharing options...
Darkhomb Posted December 23, 2005 Report Share Posted December 23, 2005 No seams on main viewable body... Almost no minor stretching. Least detailed and seams at feet and back legs only. Link to comment Share on other sites More sharing options...
Darkhomb Posted December 23, 2005 Report Share Posted December 23, 2005 (edited) Uhh I'm getting seam crazy... I got rid of the bottom completly. Its almost one main body. Only seam is on the bottom can not be seen Edited it to be the same size as other so you could compare easier. Edited December 24, 2005 by Darkhomb Link to comment Share on other sites More sharing options...
fux0r666 Posted December 23, 2005 Report Share Posted December 23, 2005 (edited) Seams good. *cough*Â Yeah, I think it should be alright. It'll take some experimentation to figure out where the front of the legs are and stuff, but I think that that should be okay. Good work Edited December 23, 2005 by fux0r666 Link to comment Share on other sites More sharing options...
Darkhomb Posted December 23, 2005 Report Share Posted December 23, 2005 (edited) Well i mean the seams were in the front of the legs... so I didn't know if you wanted that.. I have every thing I ever did saved so I can go back to any place. Which is why I posted 3 diffrent versions of the UV in the last couple posts I want to know which seem better (no pun intended)Â Ohh and its not hard to figure out, the front of the leg is the middle of the whole unwrap, as with the top middle is the top of the body and the end is the bottom... Edited December 23, 2005 by Darkhomb Link to comment Share on other sites More sharing options...
Darkhomb Posted December 24, 2005 Report Share Posted December 24, 2005 I'll make it easier by putting them all on at once. which do you (Vaaish or fux0r666) Think is the better. 3 2 or 1 Link to comment Share on other sites More sharing options...
Vaaish Posted December 24, 2005 Author Report Share Posted December 24, 2005 1 is easiest to work with but more care will have to be taken with seems... 3 has fewest seems. Â I;d say 1. Link to comment Share on other sites More sharing options...
Darkhomb Posted December 24, 2005 Report Share Posted December 24, 2005 one it is, I will re tweak it to take the most space and whatnot then. Link to comment Share on other sites More sharing options...
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