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Thread: Quick-Crit 2008-2009

  1. #5641

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by =sw=warlord View Post
    .
    Well heres the bitmap i've got so far.

    Yes alot of wasted space but much better than before...And now 3ds max has crashed....
    that's just 3ds max telling you unwrap is terrible and should start over.

  2. #5642
    chilango Con's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by neuro View Post
    that's just 3ds max telling you unwrap is terrible and should start over.
    Let's be a little more constructive.

  3. #5643
    Glorious Beacon of Light Disaster's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Con View Post
    Let's be a little more constructive.
    There is not much to say about it. He rendered out a pretty shitty complete map and filled his uv clusters

    Atleast use smoothing groups. And add definition to the texture? You can't tell what any material is. There is no "material." Just colors.

  4. #5644
    Senior Member =sw=warlord's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Disaster View Post
    There is not much to say about it. He rendered out a pretty shitty complete map and filled his uv clusters

    Atleast use smoothing groups. And add definition to the texture? You can't tell what any material is. There is no "material." Just colors.
    Actualy it has smoothing groups thanks.
    The reason it has no "material" is because i have not really messed with the material editor before and cannot figure out how to make a decent ceramic material.
    It's all good and well saying hurr ur doin it wrong, but when the person your shouting at dosnt know how to do it correctly then it helps to tell them how to do it correctly.
    I've now got GIMP so hopefully i can do a few texturing things in that, i've been told it supports custom brushes and filters? if anyone has any suggestions then please, suggest away.
    Last edited by =sw=warlord; October 29th, 2009 at 05:05 PM.

  5. #5645
    Glorious Beacon of Light Disaster's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by =sw=warlord View Post
    Actualy it has smoothing groups thanks.
    The reason it has no "material" is because i have not really messed with the material editor before and cannot figure out how to make a decent ceramic material.
    It's all good and well saying hurr ur doin it wrong, but when the person your shouting at dosnt know how to do it correctly then it helps to tell them how to do it correctly.
    You should seriously watch a texturing video.

    http://www.game-artist.net/forums/sp...tal-crate.html
    http://www.game-artist.net/forums/sp...texturing.html
    http://www.game-artist.net/forums/sp...ng-cannon.html
    http://www.game-artist.net/forums/sp...-painting.html

    http://forums.cgsociety.org/forumdisplay.php?f=46
    I point you to this particular sub forum on CG Talk
    Last edited by Disaster; October 29th, 2009 at 05:05 PM.

  6. #5646
    Senior Member =sw=warlord's Avatar
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    Re: The Studio Quick-Crit Thread

    Would this be any better in terms of UVwrapping?
    Got both arms and legs in one bitmap now.

  7. #5647

    Re: The Studio Quick-Crit Thread

    Lots of distortion. Also post the uv wireframe instead of a baked map.

  8. #5648
    Hmmm... MetKiller Joe's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by =sw=warlord View Post
    Would this be any better in terms of UVwrapping?
    Got both arms and legs in one bitmap now.

    Put everything on one bitmap, please. You are still wasting a lot of space. Enlarge your largest piece and start rearranging.

  9. #5649
    Teh_kid kid908's Avatar
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    Re: The Studio Quick-Crit Thread

    I'm still lost on how he plans to bake a norm map from that model...

    from the 2 bitmaps you've posted, I can prob fit them in 1 large bitmap. You're trying to save pixels for details that, at this point, doesn't exist.

    Helpful hint: use multi-layer texture to achieve desire material effect. It's still best to paint the texture.

  10. #5650
    Senior Member =sw=warlord's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by kid908 View Post
    I'm still lost on how he plans to bake a norm map from that model...

    from the 2 bitmaps you've posted, I can prob fit them in 1 large bitmap. You're trying to save pixels for details that, at this point, doesn't exist.

    Helpful hint: use multi-layer texture to achieve desire material effect. It's still best to paint the texture.
    Who said anything about making a normal map?
    I said i was making the diffuse map through the material editor because i no very little in photoshop due to the dislike of having to obtain softrware illegitimately and so have never had the chance of using photoshop.

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