View Full Version : chair for ut mod (big pics)
11-08-2005, 07:32 PM
hey eveyone here is the first mesh im posting on cgtalk, though im not sure its quailty enough to even put it up here the mesh is fine for now due to deadlines but my big concern is the texture.
i need some help figuring out a way to break it up a bit, i had though about adding buttons but that didnt really work out or at least i couldnt figure it out. seam line would be cool to, was reading the big thread about that either.
anyway the mesh was done in max and the leather texture was taking from a picture my teacher gave me if anyone has and c&c that would be great.
Here are the new UV layouts. does anyone think these will work better? C&C welcome.
the only major screw up is on the bottom of the chair (top left corner) got some funky geometery going on there.
im sure i could optimize that mesh A LOT more but again due to deadlines i just need to get it done for now.
11-08-2005, 11:21 PM
It's too dark to see. Make a different color background and throw a light in the scene, thanks! The wire looks good...
11-08-2005, 11:45 PM
here is some ref, since ya didn't post a ref picture. Right now your leather is to big, and also looks blur'd may be from bad ref, but find a nice ref pic, i don't think the fold really need to stick out, but depends if its and older chair, how worn it is, how shinny the materials, etc. You can had the divits and buttons if ya want, i don't see that being a problem, just make sure ya layout your uv's well and it should work fine. any more questions feel free to hit me up. whats your poly limit, and what are you at, this way we can see if you should optamize in some places to add extra needed geo in other places.
11-10-2005, 03:53 AM
well the chair is about 440 polys, im not sure what the the limit is.
i can try to sharpen the picture im still very new to laying out uvs, i suppose i could post those as well.
the only concern that when i turned it into tris some wicked edges formed on the bottom of the chair. speaking of the bottom of the chair; i should have rounded it off a bit more but again due to deadlines i'll have to let it go.
in terms of the references the chair that this model is based off of isnt even a leather chair is was a ugly cloth chair so it really dosent fit the style. again due to changes in the art direction of the mod that will have to do, i would perfer a black texture but i cant seem to find any and i dont have a digital camera even if is had an actual leather chair to photograph.
see first post for updated UVs
11-10-2005, 05:09 AM
HOLY BAD UV BATMAN!! yes, you were thinking right by thinking about redoing the UV layout. Nearly half the UV space is empty, which means if you arrange and scale stuff correctly, you could have textures that were nearly twice as big! Also, depending on the art stle of other peices, I would just use a photo of a chair and slap it on there. It'll look alot better, and if going for realism, this is the way it would generally be done in an actual video game.
For example, to do the back cushion you might take an image like this:
and simply cut out that back cushion pattern, tweak the levels etc, then make it fit the UVs for the chair back, and you're good to go. Obviously there are different styles and mehtods, but don't be afraid to do a straight photo map if it works for your situation.
11-10-2005, 02:45 PM
cool, thanks for the input! i'll see what i can do with the re-layout
see first post for new uv layout :)
11-11-2005, 06:55 PM
here is the leather texture i am using since i have no idea how to paint leather (or anything elese really) in photoshop.
11-11-2005, 11:09 PM
MUUUUUCH better with that UV layout, that's how it should be. Keep in mind that you want to use up as much of the UV space as possible, so always do that in the future :)
11-13-2005, 02:59 AM
alright i'll be sure to keep that in mind, thanks again for the feed back :)
11-13-2005, 02:59 AM
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