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ART - Issue #104 - Raptor Model


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#51 Darkhomb

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Posted 14 December 2005 - 10:41 AM

you never said if the seams were fine or not.. cuz i just did it straight top and bottom.

#52 Vaaish

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Posted 14 December 2005 - 11:18 AM

from what I can see with the test map applied to the mesh the seams look fine.

#53 Darkhomb

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Posted 14 December 2005 - 11:19 AM

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 by Darkhomb, 14 December 2005 - 11:39 AM.


#54 Vaaish

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Posted 14 December 2005 - 12:04 PM

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.

#55 Darkhomb

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Posted 14 December 2005 - 12:13 PM

Well I am at work now, I'll post when I get of, that will be in about 5 more hours.

Edited by Darkhomb, 14 December 2005 - 12:22 PM.


#56 Vaaish

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Posted 14 December 2005 - 12:21 PM

np :)

#57 Darkhomb

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Posted 14 December 2005 - 12:22 PM

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 by Darkhomb, 14 December 2005 - 12:24 PM.


#58 Darkhomb

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Posted 14 December 2005 - 04:54 PM

Here this will show the seams... As I told you they are straight top and bottom

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#59 Vaaish

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Posted 14 December 2005 - 06:08 PM

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.

#60 Darkhomb

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Posted 14 December 2005 - 07:24 PM

better? cant scale the main body much more

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  • Attached File  uv.jpg   272.23K   33 downloads


#61 fux0r666

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Posted 14 December 2005 - 07:51 PM

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.

Here I go an angry brother gonna make his move
But can I buck him in the city so I never lose?
See I'm a get him in the crowd with a couple heavies
And lay the barrel to the ground, hold the gat steady
And now I'm ready for my adversary, talk is cheap
I'm looking for a way to make a plan gonna keep it neat
So don't be telling me to get the non-violent spirit
'cause when I'm violent is the only time the devils hear it
'cause all I want to see is m****f***ing brains hanging


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#62 Darkhomb

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Posted 14 December 2005 - 08:16 PM

Not sure. but i figure why waist space if i can size it up.
heres a quick color mapping

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Edited by Darkhomb, 14 December 2005 - 09:20 PM.


#63 Vaaish

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Posted 14 December 2005 - 09:26 PM

better? cant scale the main body much more

<{POST_SNAPBACK}>



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.

#64 Darkhomb

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Posted 14 December 2005 - 09:28 PM

Do you think I should detach the top of the head then to give it some better detail?

#65 Vaaish

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Posted 14 December 2005 - 09:30 PM

Do you think I should detach the top of the head then to give it some better detail?

<{POST_SNAPBACK}>


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.

#66 Darkhomb

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Posted 15 December 2005 - 05:39 AM

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.

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  • Attached File  uv4.jpg   300.51K   30 downloads


#67 Vaaish

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Posted 15 December 2005 - 06:57 AM

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.

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  • Attached File  uv4.jpg   429.06K   27 downloads


#68 Darkhomb

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Posted 15 December 2005 - 08:32 AM

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....

#69 Vaaish

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Posted 15 December 2005 - 10:17 AM

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....

<{POST_SNAPBACK}>


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)

#70 Darkhomb

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Posted 15 December 2005 - 10:25 AM

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?

#71 Vaaish

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Posted 15 December 2005 - 11:14 AM

you night need to cut the polys that are there so you can mirror it

#72 Darkhomb

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Posted 15 December 2005 - 11:23 AM

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.

#73 Vaaish

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Posted 15 December 2005 - 10:51 PM

your doin good for a first try :)

#74 fux0r666

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Posted 16 December 2005 - 12:06 AM

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.

Here I go an angry brother gonna make his move
But can I buck him in the city so I never lose?
See I'm a get him in the crowd with a couple heavies
And lay the barrel to the ground, hold the gat steady
And now I'm ready for my adversary, talk is cheap
I'm looking for a way to make a plan gonna keep it neat
So don't be telling me to get the non-violent spirit
'cause when I'm violent is the only time the devils hear it
'cause all I want to see is m****f***ing brains hanging


Posted Image

#75 Darkhomb

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Posted 16 December 2005 - 06:20 AM

nm figured something out, thanks for the tip

Edited by Darkhomb, 16 December 2005 - 06:51 AM.


#76 Darkhomb

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Posted 18 December 2005 - 04:14 PM

Hows this?

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#77 Shinzon

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Posted 18 December 2005 - 04:26 PM

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...

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Edited by Shinzon, 18 December 2005 - 04:26 PM.


#78 Darkhomb

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Posted 18 December 2005 - 04:56 PM

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

#79 Vaaish

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Posted 18 December 2005 - 05:23 PM

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.

#80 Darkhomb

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Posted 18 December 2005 - 05:55 PM

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.

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#81 Guest_Azrael_*

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Posted 18 December 2005 - 05:59 PM

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 :)

#82 Darkhomb

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Posted 18 December 2005 - 06:00 PM

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

#83 Darkhomb

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Posted 19 December 2005 - 10:06 AM

Ok, I getting warmer?

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#84 Vaaish

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Posted 19 December 2005 - 11:11 AM

yep... but the bottom looks cut off

#85 Darkhomb

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Posted 19 December 2005 - 12:27 PM

yep... but the bottom looks cut off

<{POST_SNAPBACK}>


What are you looking at, looks fine to me?

#86 Vaaish

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Posted 19 December 2005 - 02:05 PM

hmm... odd... I just reloaded the image and it looks fine now. Musta just not loaded all the way last time.

#87 Darkhomb

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Posted 19 December 2005 - 03:03 PM

What changes do you recommend?

#88 Vaaish

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Posted 19 December 2005 - 04:10 PM

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.

#89 Darkhomb

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Posted 19 December 2005 - 04:34 PM

??

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#90 Vaaish

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Posted 19 December 2005 - 04:57 PM

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.

#91 Darkhomb

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Posted 19 December 2005 - 05:14 PM

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.

#92 Darkhomb

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Posted 23 December 2005 - 09:02 AM

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

#93 Darkhomb

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Posted 23 December 2005 - 09:17 AM

This fixes the front seams and the stretching. Tell me if you think this is a better idea.

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#94 Darkhomb

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Posted 23 December 2005 - 10:10 AM

No seams on main viewable body... Almost no minor stretching. Least detailed and seams at feet and back legs only.

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  • Attached File  buv.jpg   115.67K   24 downloads
  • Attached File  br.jpg   45.71K   26 downloads


#95 Darkhomb

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Posted 23 December 2005 - 10:29 AM

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.

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  • Attached File  full.jpg   83.67K   24 downloads

Edited by Darkhomb, 23 December 2005 - 10:26 PM.


#96 fux0r666

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Posted 23 December 2005 - 01:58 PM

Seams good. *cough*

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 by fux0r666, 23 December 2005 - 01:59 PM.


Here I go an angry brother gonna make his move
But can I buck him in the city so I never lose?
See I'm a get him in the crowd with a couple heavies
And lay the barrel to the ground, hold the gat steady
And now I'm ready for my adversary, talk is cheap
I'm looking for a way to make a plan gonna keep it neat
So don't be telling me to get the non-violent spirit
'cause when I'm violent is the only time the devils hear it
'cause all I want to see is m****f***ing brains hanging


Posted Image

#97 Darkhomb

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Posted 23 December 2005 - 02:09 PM

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)

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 by Darkhomb, 23 December 2005 - 02:11 PM.


#98 Darkhomb

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Posted 24 December 2005 - 03:20 PM

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

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#99 Vaaish

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Posted 24 December 2005 - 04:42 PM

1 is easiest to work with but more care will have to be taken with seems... 3 has fewest seems.

I;d say 1.

#100 Darkhomb

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Posted 24 December 2005 - 04:56 PM

one it is, I will re tweak it to take the most space and whatnot then.