::Texture Challenge July2007::


#41

hi everyone,

i’m in for the challenge. I’m newbie in texturing and want to learn with the community!
Hope everyone will have fun ! :smiley:


#42

hi Orlenka, check your PM for texture pack link.


#43

Hi guys!

I started to put the Uvs on the model but i’m in front of a problem. :argh: How to know if the uvs are good?! I put a checker texture. Do the tiles must be at the same size on all the model or it doesn’t matter?
I’m using 3dsMax 9 and i wanted to know if it is possible to copy/paste uvs? that the same parts of the model get same coordinates?!


#44

I’d try to get your parts showing your UV square guide close to the same size on most of it since you are supposed making one texture sheet for a whole building on this model.

If the squares show up at different sizes on the model it means the parts have different resolution levels on the final texture, which usually looks bad.

I don’t use max, but I’m sure there are tuts online about copy UV.

*Lets see what the rest of you guys have acheived so far…any progress? :wip:


#45

Busy at work, haven’t worked much on it.


#46

Hi everyone,
i’m still putting the uv on the model. Don’t have so much time to work on it but here’s a picture of what i’ve done until now.

:thumbsup:


#47

Ah, sorry there, soft distortion, I’ve got everything laid out, and very early prelim tests of it, but it’s not really worth showing at the moment (quite literally I just created a tileable texture for the stone/brick slabs that looks clone stamped…because it was :hmm: ). Anyways, I’ll see what I can get done after work tomorrow.


#48

update>


#49

@lunat1k:
Looks promising… maybe try bit more global illumination/radiosity ?


#50

Hey, Kope, right you are (will do for the next render). Just testing the color map - I’m not very happy with it as it is. Actually I was just trying to bake an AO pass to the texture in Blender (i don’t tnink if LW can do it), but some funky error arose (around the arcs) probably because of the model - somehow it doesn’t import it correctly (although the uvs are in there).


#51

Looking like a good start!

you could try plugins GmMIL,
http://www2.informatik.hu-berlin.de/~goetsch/AmbOcc/

For LW AO here’s some info for you>

The most obvious method is to use LightWave’s global illumination
capablities to perform an Ambient Occlusion pass. This is done fairly easily
by removing all local illumination in the scene (ie deactivating all lights),
setting the backdrop color as white and activating Radiosity with the
‘Backdrop only’ option in the global illumination panel.
Dependant upon the model, the values can quickly be baked into either
vertices, or an image using LightWave’s SurfaceBaker plugin. This is a
common technique used to show off nice models with that now-familiar ‘clay’
look.
*quoted from http://www.kevman3d.com/files/pdf/come_to_occlusion.pdf
©opyright 2004 Kevin Phillips 3


#52

Thanks, for the links SD. I know how to setup an AO pass in lw, but I can’t find a way to bake it to the texture. Tried with surface baker and it crashes when I set it to bake shaders. Here’s an example from Blender>
http://img.photobucket.com/albums/v195/devalvatora/ao_bake_blender.jpg

//
Ok, I stand corrected. I tried the Backdrop Only radiosity method. It produces similar (maybe better), yet still funky results as blender does. Apparently it’s something with the model or uv layot or me doing it the wrong way.


#53

This is what i get sofar
Pictures with the mapping, the uv-layout and the png map applyed to the object.
On too the textures!!


#54

lunat1k- That doesn’t look too bad…Post your model with the ao applied so we can see better what you mean about it not being right…if all else fails, you could likley manipulate the AO map in Photoshop a bit to fix the parts that bother you?

inka- Looking good. Nice UV scale uniformity.


#55

My results !
Had no time for environment!!


#56

Ouch! much better than I expected :);):smiley:


#57

Hi Inka

Looks already quit good.

One proposal would be If you still have some time left, to change the area
directly below the battlements, maybe with some small bricks ? 1/4 size of the others ?

At the moment the texture there looks for me a little bit blurred and it does not really fit
the overall style ?

This is only my subjective opinion and a small feedback.

But all in all I like it :slight_smile:


#58

Nice job. :applause:


#59

Starting the other building… Hope I’ll finish it by the end of the week (if work or something else doesn’t get it the way) if it isn’t too late


#60

Very nice job!
It’s not too late…The deadline was pretty flexible, so it can extend into Sept.

If the rest of you guys are feeling you are out of time, don’t fret and keep at your texture. :wip: