View Full Version : Post-Apoc Warbike WIP
Teknobabel 04-30-2003, 01:43 AM Gave myself a 1000 face limit, but managed to optimise it down to 826, and decided to leave it at that. The things on the sides of the front tire are going to be guns, that can rotate up to 45 degrees up/down. The exstrusions on the outsides of the back tires are gonna be mini rocket-launchers. The purpose of this is mainly for texturing practice. Any crits would be appreciated. Thanks!
http://images.deviantart.com/large/indyart/indymisc/3D_Warbike-untextured.jpg
http://images.deviantart.com/large/indyart/indymisc/3D_Warbike-wireframe.jpg
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baaah888
04-30-2003, 01:53 AM
looks good as a texturing exercise, im not a great texturer as you'll see if you check out the filmstar thread i posted,
my technical crit is, if the engines under the seat, do the wheels turn when there appears to be no obvious connection via chain, etc, so you might need to think of how the wheels get powered?
i love fallout, and all things post apocalyptic so cant wait to see the textures.
Teknobabel
04-30-2003, 01:59 AM
If you look in the upper right wireframe of the bike, there is a device that acts as the shocks/wire-connections from the engine and frame to the tires. Wouldn't be too practical in real life I know, but I think it looks cool.
baaah888
04-30-2003, 02:20 AM
oh ok, i just figured they were the shocks, and seeing how you said post apoc i thought it would have to be a chain mechanism, but keep it going and post some textured pics in the near future :thumbsup:
Teknobabel
04-30-2003, 05:11 AM
AARRG!!!! Being the complete newbie that I am, I didn't know that Edit Poly and Edit Mesh calculated the number faces differently! I work in edit poly, which said there were 826 faces, but then someone pointed out to me that wasn't correct. So I converted it to an editable Mesh and it showed the truth - 1918 faces! *sigh* Not a big deal, but so much for my 1k limit. I'm too eager to get to texturing to go back and re work the whole thing. It was a learning experience, and at least I'll know it for next time.
Teknobabel
04-30-2003, 05:07 PM
Question- How many maps should I used to texture this thing? I'm pretty sure I'm gonna do the tires seperate, but should the rest be 1 map? Wasn't sure if I should texture the front steering section seperately or not. Not too experienced with this, so I'd like to do it the way I would when working in the industry. Thanks!
baaah888
04-30-2003, 08:28 PM
yeah i know how you feel im a texturing newbie as well, but i sujest as practice you do both of the ideas you just sujested, texture the whole thing as 1 512x512 (except tyres) then texture the chassis again but the front and back as 2 seperate 512x512 maps. this will give you more experience and understanding of the situation and if either situation arised then you'd have practiced it.
gaggle
05-01-2003, 08:28 AM
As far as I know it doesn't really matter if you go with one 512^2, or four 256^2's. Ie. the various limits that applies to lowpoly object won't care if you map the whole thing using one big texture, or several smaller ones.
Instead, take a moment and consider your shaders, do you need certain parts tha thas to be selfilluminated? Or transparent? Let's say transparent, then it would be wise to collect all the transparent parts on one map, because you'll need an alphachannel to make things see-through. And it doesn't make sense to have an alphachannel for every piece, if most of them only needs the diffuse colour information anyhow.
There's that, and then there's what you like best. Some people enjoy having seperate smaller texturemaps to deal with. Others like one big one to paint and paint and paint on.
If it's going to be a pure demoreel-piece, you can pretty much do as you please of course :)
Anyway, just my two cents.
oh, right, another thing would be when you've done the uv-ing, and you're piecing all the pieces together. Splitting up things into two or more textures can be based on how the pieces fits together. Sometimes the little ****ers just won't click together into one big square, but maybe you can more easily squeeze them into two :)
Teknobabel
05-01-2003, 03:36 PM
Thanks baaah and gaggle, your posts were very helpful!
if you want to optimize it more i would suggest getting rid of the symmetry line down the middle of the bike because its wasted polygons that you can do without
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