Originally posted by supervlieg
How about a free copy of Halo2 Bent, hehe
Ok, you can expect it in oh… Novemberish. hehe.
Originally posted by supervlieg
How about a free copy of Halo2 Bent, hehe
Ok, you can expect it in oh… Novemberish. hehe.
Originally posted by Neil
Ok, you can expect it in oh… Novemberish. hehe.
/me rolls his eyes
Since we got a break, if anyone really wants to model (not to be anti-CGTalk) join in the polycount one, its only 2 weeks long and ends on the 14th! How conventient.
I have a character to texture , but its always been a mystery how texture maps are produced.i mean the way you can see the skin including the different body parts on the map if thats what you call it.Can someone be kind and aim me in the right direction?
Basically I wish someone would point me in a direction where i could finally learn how to assemple textures in the following way:
http://tomorrowsdream.org/cafe%20questions/cgtalk1.jpg
http://tomorrowsdream.org/cafe%20questions/cgtalk2.jpg
I tried using uv mapper and some other apps.But all i could do is texture a cube. I have a simple low poly model of a man Id like to texture, but i have no clue.I was hoping maybe someone here with experience could point me toward some books or sites/cds where I might learn to assemble something like the links here.Which are pics found in this thread.
It would also help if I would refer to the object of the link by its proper term.Is this called a texture map? I use wings 3d.The free app to model stuff. If someone could help me achieve this goal id make it up to them in time and be very appreciative.
Thanks. Poor noob man.
well I have never used wings3d, but it seems like everysoftware has a unwrapping tool, I could explain how to use the uvw unwrap in 3dmax but not sure if that would help. Basically all you are doing is taking the vert coordinates from 3d and applying them on a 2d plane arranging them how you see fit then take a screenshot of it to begin painting on in photoshop or whatever. Terminology: some people call it texturing some say skin. It is color information you are painting to be applied to the map of verts across the geometry. In max there are several ways to get what you want as a template to paint on. Essentially what you are doing is storing the information of translating the verts into a flat plane then when you throw a texture map on it it knows where the points line up. Not sure how else I can be of help, without myself using wings so I can be more specific as to lead you in the right direction. And I don’t really have time to download and navigate in Wings right now nor do I want to sorry. But you can do a search on UVW unwrapping and wings3d tutorials to find out probally. As far as books go? I never came across any books for uvw stuff, and painting a texture is just a matter of being able to paint and use photo manip software. If you have anyother questions or can be more specific and give me some help tp help you I am more than happy to.
Thanks a bunch for the words.Appreciate it. Definitely sheds some light. I did try UVmapper classic since we spoke trying to achieve what i had mentioned.As yet the map looks like a jumbled mess of wireframes. I uderstand the different elements can be manipulated.But I just do not see how they can all be expanded enough to paint on given the limited space.But anyhow thanks .Great info.
you have to realize the unwrapping your uvw’s is just as much work as the actuall painting(well not exactly but it takes sometime). once you are in the uv editor you have to sort out the mess to make nice clean templates, there are several ways to go about it. in max I just select faces off the geometry then apply a planar map and then weld the verts together in the uv editor, this is the easiest thing to do probally but you will need to scale and derform things and speand a good amount of time i the editor, it can be intimidating at first but once you grasp the concept and learn of the tools you have at your disposal it will become much easier and clearer. there are also several techniques to get the most out of the size you are restricted to. such as mirroring uv’s and tiling and what not. Its imortant to keep the resolution uniform across the entire object except where there are areas that wont be seen as much. If I remember correctly some good video/audio tutorials can be found at www.poopinmymouth.com it is using 3dmax but the concept should be about the same.
First off, this isn’t even the correct GAC thread, second of all this has nothing to do with the GAC challenge.
Why not just start a new thread that talks about UV mapping?
Are you using max or maya, there is a max unwrapping vid you can download for free.
Thanka Too_Animalistic you are a gentleman indeed, and I appreciate your assistance.
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