Re: The Studio Quick-Crit Thread
Okay, if I do as Llama says and weld those areas so the visible is seamless and the non visible isn't. I understand now what they mean and how to do that becase I wouldnt want what wasn't seamless to be seen. But what happens when doing so, is it decreases the resolution of the sides compared to the top and bottom. Is that a sacrafice I have to take or what?
This is the UVW I just did and is the box with paper in it.
http://img132.imageshack.us/img132/1175/69683686.jpg
I don't want you guys getting aggravated at me, I am trying to learn as well as others. Is to the reason why I come back asking for more help on the stuff. Because in the end I wan it to be done right.
http://img109.imageshack.us/img109/3338/20058915.jpg
Now as you can see the squares on the side are bigger than that on the top as well as the bottom which you cant see. I want to try to achieve equal resolution. >>>On top of that there are 3 boxes like this all the same except, one has paper, ones empty, and one has the lid on it. I'm trying to make a friendly UVW so that I can match all UVW's of the box itself so I don't have to re texture each individually. If you guys recommend to just texture each one differently then I will.
Re: The Studio Quick-Crit Thread
it's okay IN THIS CASE becasue the edges will (i guess) just be plain brown, and the top (magazine?) will have an actual picture on it and you can use the double density there.
i dont know where you left the insides of the hand-holes though.
Re: The Studio Quick-Crit Thread
Thanks Llama for the great teaching haha.
Nice work btw. and the uvw is this big only so you can see it.
http://img697.imageshack.us/img697/4...aperboxuvw.jpg
Re: The Studio Quick-Crit Thread
Call me silly but I see stretching :3.
I have a rather strong feeling you scaled the paper chunk wrong. Toss a 512X256 checkerboard texture on that and see what happens.
Re: The Studio Quick-Crit Thread
I'm not sure why you need a separate UV area for both sides of the box. Nobody will care if the texture on one side is the same as the other, it's just a box.
Re: The Studio Quick-Crit Thread
Working on texturing my assault rifle model.
Im currently using Paint.net for the texturing so i can't really use too many nice features that would come with photoshop as i quite honestly just cannot get it.
Anyways heres a render with the bitmap applied and the actual UV i've got so far.
Any advice or tips on what to add for details would be greatly appreciated.
I will be adding scratches later on but at the moment im trying to differentiate the different materials on the gun.
Im using the tutorial i posted into the resources section so i've currently got 3 layers for the bitmap, one is the AO next is the basic textures for different parts ad then i've got one where i will be applying the details and i've got that set to colour burn as you can see with the power button.
http://i45.tinypic.com/2iiwn47.png
http://i45.tinypic.com/i24jg0.jpg
Re: The Studio Quick-Crit Thread
You're not using any actual texture in it. Right now it looks like it was chizzled out of a block of carbon, then someone took white chalk and drew some lines on the top.
Take a look at the actual Assault Rifle texture from Halo 1 and look at how it's not all one flat color. You can see the differences in the metal for it and such. It looks metal.
http://www.llamajuice.com/img/ARtexture.jpg
Grab some metal textures, cgtextures.com is amazing grab some stuff from them and use it as a base to paint on top of rather than using a flat color as your base.
Overall though what you have is way too dark. Look at how much contrast is in the official texture with certain parts painted brighter than others just for that effect of having that part stand out more.
Also look at how dull their green button is compared to yours and the placement/size of it on the map.
You're wasting a ton of space on your UV map by trying to keep it all one big piece.
Break up the UVs where there are separate pieces in the model, the top pointy bit of the gun isn't the same chunk of metal as the rubber grip on the bottom. :P
http://www.freewebs.com/halo3gamesit...lt%20Rifle.jpg
Use the natural seams in the object to your advantage.
Re: The Studio Quick-Crit Thread
Thank's, yeah il have to get the metal and rubber separated soon, though there is one thing id like to find out about.
for the actual gun what im going to go for with the metal parts is not the same as the one shown ingame more of the ion painted matt black you see on the MP5, something darker is a bit more rough but still metal.
Instead of the bright galvanized steel look im trying to aim for a darker steel, more carbonized like the kind you see on old steel works hammers, not exactly cannon but then again nothing about my gun is completely cannon as there are a few tweaks and mistakes here and there.
not sure if you know what i mean about more carbonized steel or not but if you do, do you many any ideas for that?
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
n00b1n8R
how are the gmod parkour gametypes?
Re: The Studio Quick-Crit Thread
Con, I would have overlapped the long side thats attached to the handled side. over the one on the top, but it serves no purpose because that space would not be able to be used in any way. Plus the handled ones weren't being overlapped because of logos etc. So why not just not overlap the other. All in all I couldn't scale everything up to use that space and keep the same textile, if i was to overlap them.
EDIT: MOAR CHRISTMAS SPIRIT NOW! MORE POSTS ON WORK!