View Full Version : Wasteland Buggy
SecseanZ 07-22-2003, 06:46 AM Model by Ryski - one of his first I think, Texture by me. Wanted to get the cgtalk's community input on this
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oXYnary
07-22-2003, 07:03 AM
Hard to see.. can you post a larger image without any distracting background (and the texture map itself).
SecseanZ
07-22-2003, 07:16 AM
closeup
SecseanZ
07-22-2003, 07:24 AM
around 2500 triangles
Cyborgguineapig
07-22-2003, 08:44 AM
this is for that one mod..I can't wait for it, this buggy looks really fun:)
some3dguy
07-22-2003, 01:42 PM
the first thing that jumps to my eye when looking at the texture is that you have sort of wasted some texture space. let me point you to some areas that in my opinion can be optimized:
the tires and this fox tail. the space on the map occupied by the fox tail is the same as for one wheel, but it is at least a tenth the size of one wheel in the geometry.
both sides of the chassis look nearly the same, why not mirror the uv coordinates from one side to the other? the same for the floor (i guess it is the floor, these green wooden things), the canvas cover, the green canvas thing next to one of those tires, the corrugated metal and the thing in the top right corner of the map. and with those boxes you could easily use maybe three or four sides and mirror/copy/rotate the uv's.
now while all this may sound a little too picky, you could safe a lot of texture space this way thus enabling you to up the resolution of specific areas such as the wheels.
the drawback on mirroring uv's is that you need some extra polys
here and there to break the mesh up in smaller parts when editing the uv's. but most of the time its worth some extra tris -you get sharp textures in return.
just my two (euro)cents :)
regards
some.
SecseanZ
07-26-2003, 03:01 AM
thanks for th e input!
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