View Full Version : GDI RTS UVMaps/Textures

03 March 2006, 11:36 PM
A few months ago, I joined a friend's mod team to get my texturing fix and to experiement with new styles/techniques. Its been a great experience so far, previously my focus was just on "getting it done"...not on improving my skill. The change has helped a lot I think. Here are some of the things I've done so far;

FYI- The uvmaps wern't originally done by me, but I heavily modified them. Textures are all mine.

I posted a version of this Hover MLRS a while back, but since then I've finalized the color scheme for the faction.

After the HMLRS I realized that 512x512 is insanely large for this mod and that 256x256 is a much better size.

-I really like how this one turned out, very clean. uvmap could be better though...

Mobile Emp;
-Its of the Emp while its charged up. The glow panels turned out pretty good, the rest of the chasis just feels off to me though.

-I decided to skip using the shape/line tool as much as possible here and to just paint most of the details. Thinking of going back in and cleaning it up more.

I know my style is a bit all over the place with these textures. I've been trying things left and right, hoping to improve.

Comments/Crits/Suggestions welcome. :)

03 March 2006, 11:56 PM
I think they all hold together pretty well really. The problem with the EMP tanks chasis seems to be with the treads. Compared to the rest of the texture, the treads are a bit sloppy.

03 March 2006, 12:47 PM
Ahh nice a Tiberian Sun MOD? Looks very cool so far - did you have a Homepage?

03 March 2006, 12:59 PM
i would suggest that you did the tracks for that EMP on a seperate sheet, like a 64x128 or sommit, and do alot of pixel work on them. it would make it insanely easy to animate(just animate the uvws cords).

03 March 2006, 07:59 PM
I have to admit that I really halfassed the treads/wheels on the Mobile Emp. I'm gona have to go back in and tweak it anyway so I'll fix them up. As for animating it, yea on my previous projects we just used treads from separate textures (usually 64x64) and animated them. I had completely forgotten about that, thx for bringing it up.

@Haus, The page is; we're working on a new one atm.

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03 March 2006, 07:59 PM
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