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Texture request
Posted: 17 Feb 2006, 01:09
by diggz2k
Here is another model that I've made.
It is a torpedo boat or hovercraft (still haven't decided) I'm going to have it behave like a fighter i.e. cruising straight at the ship or sub desired dead and launching it's torpedos. Then it'll veer off at the last second and make another pass.
It also has a small missle turret on the top for rudimentary anti air. Things like scouts and lvl 1 planes.
It's the first ship made for the xect navy. more to come.
If you think I should add or take away anything on the model please tell me ideas as to what would make this model look cooler.
Most of you saw my last model all uvmapped and textured. It wasn't a terrible job, but it really wasn't good. So now I'm looking for volunteers to uvmap and texture this model after I implement any new model changes.
Enjoy

EDIT:First off I'm going to make the top of the boat under the turret symetrical.
Posted: 17 Feb 2006, 02:18
by SwiftSpear
Doesn't look too bad asside from the asymetry. What's the tri count?
Posted: 17 Feb 2006, 02:29
by diggz2k
232 faces. I can try to make a good uv map if you would texture it swiftspear. I can also show you how to make it render.
Posted: 17 Feb 2006, 02:33
by Zoombie
Nice. It looks like a sport hovercraft that rich young people would drive into walls at insane speed while trying to talk on cell phones, drink and smoke some kind of drug at the same time.
Posted: 17 Feb 2006, 02:38
by SinbadEV
Posted: 17 Feb 2006, 06:48
by SwiftSpear
I don't know how much time I'll acctually have for texturing, but I'll work with you as much as I can if you're willing to be accomidating diggz.
Posted: 19 Feb 2006, 01:36
by diggz2k
Ok I finished uv mapping it. the only problem is that the pieces are all out of proportion. Sorry if that bothers any of you.
I now need a volunteer to texture it for me i.e. someone better than I am.
if you want to do the texture just post me in this and call dibs so we don't get too many people working on the same thing. I am more than willing to vnc or voice chat or send pics or anything that you need to understand what is what and anything else.
Here is the uvmap in bmp format. when you return it though make it a tga dds or png.
http://blancandrin.dyndns.org/~diggz2k/boatuvmap.bmp
ps I decided it's going to be a hover craft with the fighterish script. I'm going to try to have it so the torpedos wont work on land at all but the anti air still can.
Posted: 19 Feb 2006, 01:54
by SwiftSpear
you have more white space on that texture then you probably should to make it look good with a 512x512 map. It's going to be impossible to produce a high quality texture on that map.
When using a texture map smaller then 512x512 you need to share as much texture space as possible for a model that size. Use ALOT of mirroring and texture location sharing. For the time being just map your texture to 512x512, because it takes alot of UV mapping skill to produce a quality 256x256 texture map and texture, and the learning curve is very steep. Blow the map up to 512x512 and move around the objects so that you have as little efficient space usages as possible so that most of the map belongs to texture space and there is virtually no white space that the model is not calling as texture.
Posted: 19 Feb 2006, 01:57
by diggz2k
I am making the changes now
ok here is the new 512 by 512 one
http://blancandrin.dyndns.org/~diggz2k/boatuv512.png
Bah I really don't know how to uvmap really well. In the future I will learn how to work mirroring and texturesharing in to my uvs, but for now I'm done with this one.
Posted: 19 Feb 2006, 04:36
by mongus
oh.. was replying but im an ignorant about it.
this looks helpfull, not finished reading :)
(happy uvblendmapping)
edit: lolz. i said didnt finish reading... well its not on "mirroring" uv maps.
its on the lsmc live... its still very helpfull, as i didnt know how to use that new thing.
will keep looking for specific uv mirroring.. :/
edit2:
here, one way use the same uv map for both sides (4th post), but i suspect there is another more current way..
edit3:
This looks more up to date
Posted: 19 Feb 2006, 07:00
by SwiftSpear
Proportion isn't really important with UV mapping. Acctually you want your peices to be relitively out of preportion. The idea is to divert more texture space to the peices that are more important that they look good. Things like the bottoms of feet or the insides of nostrils don't need much texture space at all, assuming you even left the model faces on for them, 1 or 2 pixles can cover them and no one will know the difference because no one will ever see them. However, the parts that you draw attention too and the parts that cover large portions of the visable model area should always be well proportioned for.
If you look around on these forums somewhere there was a nice looking mech model but the texturer only had about 50-60 pixles to work with on his shoulder mounted rocket launcher that had 3 spot lights on it as well. The result was that you could barely tell what was supposed to be represented on the model because so much detail was being squeesed into so little space. A flat camoflage texture that is being uniformly applied to faces doesn't really need to be increadibly high res though because camo tends to look ok in lower res...
Now for this model... I'm working on this texture but it's a little difficult to determine which face is which texture space without being able to trial and error and apply the working texture to an acctual model. If you don't mind I'll PM you when I get some of this done so you can try it on the model and I can get a look at what needs to be improved on and how I need to shade things.