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coCoKNIght
08-18-2002, 06:36 PM
Hi there

Many times I don't even begin with texturing because my motivation sinks in the ground by seeing for example this:

http://www.fabianhernandez.ch/images/unwrap.gif

and its just an unwrap of only the main part of this model:

http://www.fabianhernandez.ch/images/cityflitzer2.jpg

How to add detail?

PS. I'm working with 3dsMAX4

Thank you for your comments

coCoKNIght
http://www.fabianhernandez.ch

leigh
08-19-2002, 01:54 PM
Uuuurrgghh...
Never try and unwrap an entire object in one go ;)
You need to do multiple unwraps for an object like this....
It's a lot of work, but unfortunately necessary :sad:
What is that? A spaceship? :)

coCoKNIght
08-19-2002, 04:56 PM
Thanks Leigh

Hmm.. that' s got some point :)
But I still don' t know 'how to' in 3dsMAX... but I' ll try hard ;)

Cheers

leigh
08-19-2002, 05:01 PM
What exactly is it that you don't know how to do? :)
Are you having trouble doing the actual unwrap?
Once you have the UVs unwrapped, then it's just a matter of using Photoshop to do the painting and add the details ;)

coCoKNIght
08-19-2002, 05:08 PM
Ok, I could use the modifier: mesh select to select specific parts of the model, and give each part a unic IDs o I can unwrap every part separately... that could do, but it's really hard work :)

PS. it's not supposed to be a spaceship, 'just' some kind of flying vehicle

coCoKNIght
08-19-2002, 08:52 PM
:) hihi, another good idea, now I better know where I am!

http://www.fabianhernandez.ch/images/cfunwraptest.jpg

leigh
08-20-2002, 08:47 AM
Hmmm....
Seperating it into that many pieces is actually unnecessary :hmm:
That entire section could be unwrapped cylindrically ;)
Just select all the polys of that part and unwrap it cylindrically (if Max gives you a gizmo when you unwrap, then just rotate the gizmo until it is aligned at the same angle as the mesh bit). That should give you a satisfactory unwrap for that section.

coCoKNIght
08-20-2002, 02:59 PM
Well, actually it IS only one unwrap, just that the image I aplyed has squares with numbers to facilitate texturing...

coCoKNIght
08-21-2002, 05:43 PM
Well, the materials for this model are begining to please me : )

comments?

http://www.fabianhernandez.ch/images/cityflitzer3.jpg

Tumerboy
08-21-2002, 06:11 PM
Looking good, keep going though.

Make it dirty!

I like dirty things. . . .

coCoKNIght
08-21-2002, 06:33 PM
Thanks

Yeah, everybody, it seams, likes dirty materials.
I' ll add dirt, of course, but not too much (after all it's a sci-fi vehicle)

coCoKNIght
08-23-2002, 01:56 PM
Well... I' ve started adding detail, but already there are some difficulties: 'CALL' should be fully readeble, I guess that's not the case because it reflects too much, does somebody know how to fix this problem with max?
http://www.fabianhernandez.ch/images/cityflitzer4.gif

coCoKNIght
08-24-2002, 01:18 PM
OK, I'm finished with texturing this part of the model, will move to the next part

http://www.fabianhernandez.ch/images/cityflitzer5.jpg

Wiro
08-24-2002, 04:05 PM
Hey, that's Barfuesserplatz in Basel!!! Can't count how many times I walked past there or sat at the stairs looking at people. Or at the cafes sipping a cold beer in summer. Ahhh :love:

Back to the subject...Leigh is right in always trying to break up your model into managable texture parts. You'd try to break it up at natural seams (Where 2 plates meet, in corners, etc). If you can't then you'll have to paint out the seams, something that can become difficult if you don't have a 3D painter.

I usually cover my model in a grid pattern (similar to your colored squares) so I can see distortions. I scale the UVs until the the squares are square so I don't have to paint distorted.

Wiro

coCoKNIght
08-25-2002, 03:59 PM
Wow, a reply from Wiro!! I'm honored.

Thank you for your advice, the texturing tutorial on your hp was also very helpful, you did a great work on that.

Well, here is another update:

http://www.fabianhernandez.ch/images/fullthrusters.jpg

Cheers

derelict
08-26-2002, 05:32 AM
is the ship flying? shouldn't the turbine kinda look spinning... cause i see your update pix seem to stay still.
Unless it is that way.:)

this is a modern craft right? It looks modern, why is there so many metal plating allover the ship... i might think it would be seamless.

Just my 2 cents worth.

Nice pc :)

coCoKNIght
08-26-2002, 05:45 AM
Thanks derelict,

Yeah, I'm very curious to see how the tubines look when spinning, but first I' ve got to finish with texturing...

Maybe you are right about the metalplating. :)

Ravennome
09-11-2002, 09:19 AM
I totally feel your pain. I can model my booty off and animated for days and render anything. But, ask me to texture something and turn in to that scared 5 year old waiting to get my flu shot.
I can lay out the texture coordinates and I can run Photoshop like a deamon, but I can't seam to figure out how to texture something without seams. After all that custom UV mapping I hit a brick wall because I can't seem to figure out how to get two seperate element that share common edges or surface to line up. Its very discouraging. Thankfully I've only been asked to model and animated, but I want to become more of a one stop guy. Just seeing your posts back and forth gives me hope that I can finally get over this hurdle. Any help you all could shoot my way anything that you think would help.

Thank

-O:buttrock:

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