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Old 02-02-2013, 12:22 AM   #16
VoltisArt
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Lucas Matthews
VoltisArt
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Regarding only your bump map:

If the collage image from Dec 22 shows your bump map in the upper left-hand corner, this won't work well as a bump or displacement map. Your base on all parts should be 50% neutral grey and that image shows everything being very dark. This would definitely create edge shadow artifacts when the renderer pushes all of the surfaces back.

You may sometimes get away with a darker or lighter base color, but this would just be a case of getting lucky with a particular model not clearly displaying the error, because the error covers the whole piece.

The different shades will also create different depths in render, causing edge artifacts. All parts should start with 50% grey and use lighter shades only for things that stick out, like rivets, and darker shades only for parts that drop into the object, like the seams on a car.
 
Old 02-02-2013, 01:09 AM   #17
VoltisArt
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Lucas Matthews
VoltisArt
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Quote:
Originally Posted by fierce86
Hey do you guys know why in mudbox when i make these ship panels they look pixilated/fragmented. I"m at subdivision level 5 it was enough polys. And any advice for making the ships have better panels. Maybe I should paint them in as a diffuse not as a bump. and I think I need to use stamping to add diff objects and shapes ( liek the blue dots by the gril) not painting it in.


I don't think this is a problem with the geometry. You may be asking too much of the bump/displacement maps. I'd either model these shapes in 3D or keep them color/diffuse only. If you want a bit of shadow, that could be painted in...but it's entirely possible that with the number of parts in each map, your resolution will be too small to get a lot of detail without this pixelation.

Something that may also help in the UV map is arranging objects so that they're not rotated at odd angles. If you've got what should be straight lines arranged on a diagonal, they'll be pixelated at any resolution reasonable for a game. Unfortunately being picky with your angles may take up more space and therefore lower your potential resolution for each part. It's a balancing game.

In the second (overhead) image, the trapezoid shapes look to be drawn with a shaky hand, or at least didn't have time put in to correct the squiggly parts. Painting on the model definitely has its advantages in speeding up the overall process, but you might spend more time fixing things like this than creating.

As far as spacecraft, weapons, etc, I do all of my surface design work in vector programs. (Illustrator, CorelDraw, Inkscape) Even with these partly organic shapes, the parts you're drawing might be better done in a design program instead of an image program, be they 2D or 3D. It's very easy to move the corner of a vector box...a bit more work on a bitmap. Really organic things are better suited to painting, however. Every tool has its place in one's arsenal.

I certainly don't mean to criticize your drawing skills. Very few people can knock out a really straight line or smooth curve working freehand -- that's why "Undo" was created. If you do want to work freehand, however, you'll set your portfolio ahead by taking the time to zoom in, drop your brush size and smooth out the edge squigglies. (Eraser, paint with the background color or history brush. There are many ways.)
 
Old 02-02-2013, 01:13 AM   #18
VoltisArt
New Member
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Lucas Matthews
VoltisArt
Monterey Park, USA
 
Join Date: Nov 2009
Posts: 9
Logged out! I don't know if this went through before or not...my apologies if it did. I keep being redirected out of the thread. (And I'm new here so I'm waiting on validation...)

Quote:
Originally Posted by fierce86
Hey do you guys know why in mudbox when i make these ship panels they look pixilated/fragmented. I"m at subdivision level 5 it was enough polys. And any advice for making the ships have better panels. Maybe I should paint them in as a diffuse not as a bump. and I think I need to use stamping to add diff objects and shapes ( liek the blue dots by the gril) not painting it in.


I don't think this is a problem with the geometry. You may be asking too much of the bump/displacement maps. I'd either model these shapes in 3D or keep them color/diffuse only. If you want a bit of shadow, that could be painted in...but it's entirely possible that with the number of parts in each map, your resolution will be too small to get a lot of detail without this pixelation.

Something that may also help in the UV map is arranging objects so that they're not rotated at odd angles. If you've got what should be straight lines arranged on a diagonal, they'll be pixelated at any resolution reasonable for a game. Unfortunately being picky with your angles may take up more space and therefore lower your potential resolution for each part. It's a balancing game.

In the second (overhead) image, the trapezoid shapes look to be drawn with a shaky hand, or at least didn't have time put in to correct the squiggly parts. Painting on the model definitely has its advantages in speeding up the overall process, but you might spend more time fixing things like this than creating.

As far as spacecraft, weapons, etc, I do all of my surface design work in vector programs. (Illustrator, CorelDraw, Inkscape) Even with these partly organic shapes, the parts you're drawing might be better done in a design program instead of an image program, be they 2D or 3D. It's very easy to move the corner of a vector box...a bit more work on a bitmap. Really organic things are better suited to painting, however. Every tool has its place in one's arsenal.

I certainly don't mean to criticize your drawing skills. Very few people can knock out a really straight line or smooth curve working freehand -- that's why "Undo" was created. If you do want to work freehand, however, you'll set your portfolio ahead by taking the time to zoom in, drop your brush size and smooth out the edge squigglies. (Eraser, paint with the background color or history brush. There are many ways.)
 
Old 02-02-2013, 01:13 AM   #19
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