Renzatic on 14/2/2009 at 00:29
Those are some great textures, Judith. The wood paneling in particular is really slick. You've got really nice definition on the normal, it almost looks like something you modeled by hand and exported out of Zbrush.
I've been doing my own thing recently as well. I picked up Modo during their 3D Stimulus Package deal for $650, and now I feel like I've got to learn the thing forwards and backwards to justify why my 10 illegitimate kids aren't getting their insulin this month (or food). "Sorry kids", I told them, "dad has an expensive hobby". They just nodded their heads and went back to their jobs on Cannery Row. Such little troopers. :*(
So far, I've learned a bit about hard surface Sub-D modeling and some heavier UV mapping techniques. Stuff that'll hopefully help me when I start getting into detailed high res models. I've put all this money and time into making (
http://users.chartertn.net/greymatt/hallway.jpg) yet another hallway. It's still relatively simple stuff, but I'm slowly and surely getting to the point where I can model ornate reliefs and more organic details.
Beleg Cúthalion on 14/2/2009 at 08:07
Everything looks fine. :thumb: By the way, also that 3D preview window on the MBS which I noticed just now.
Judith on 14/2/2009 at 11:33
Quote Posted by Renzatic
Those are some great textures, Judith. The wood paneling in particular is really slick. You've got really nice definition on the normal, it almost looks like something you modeled by hand and exported out of Zbrush.
Thanks, still the technique I use is quite crude - mixing a few different textures, desaturating them, adding clouds with a color gradient, applying a separate texture like wood in burn layer mode, etc. Still, you can see where these come from, eg. which texture from CGTextures was chosen as base ;)
I think your method is far superior, i.e. those textures look more unique, as if you were having some array of raw materials and then using those to paint something completely new, using cloning maybe? I should think about such workflow as well... And I'm a bit terrified how much money you spend on your hobby ;) Maybe when I get a job with a British salary, I'll start investing my cash in editing too :)
As it goes for modeling, I'm still on somewhere on the beginner or pre-intermediate level. But certainly my unwrapping skills have improved and I'm not creating tons of textures to apply to one mesh any longer :)
And like that arch, maybe you could tweak the wood section texture, it looks a bit stretched to me.
ShadowSneaker on 14/2/2009 at 13:11
Which game engine are you using now, Judith?
SS
Judith on 14/2/2009 at 14:22
Unreal Engine 3.0 for UT3 and Gears of war :)
ShadowSneaker on 14/2/2009 at 14:28
You're going to work on Nightblade?
SS
Judith on 14/2/2009 at 18:26
Maybe, that depends on a few things. As texture artist though, not mapper. I'm tired of sitting 2 years over one mission, I want to make more textures and models, focusing on visual style only and having immediate results. Well, maybe I put a few bots with rocket launchers in such map, when I'm finished ;)
Judith on 15/2/2009 at 11:31
Another attempt at modeling, this time I was fighting with proper unwrapping of chamfer boxes. I couldn't find a way to do it with manual unwrapping, while using the tileable texture. I'd have to make a separate texture for flatten mapping. In the end I used planar UWV map. It's not perfect, but acceptable in most cases. What's strange, there are no shadows, even if you turn shadow casting on, I used the invisible non-solid brush with BF texture.
(
http://img216.imageshack.us/my.php?image=33729583bl1.jpg)
Inline Image:
http://img216.imageshack.us/img216/593/33729583bl1.th.jpgThat might be due to the multiple UVs, that I needed to use for UT3 - static meshes are lightmapped there and to achieve proper shadowing, you need to create a second UV channel and flatten it's mapping.
Renzatic on 15/2/2009 at 18:54
I don't think I'm following you completely, but that pillar shouldn't be too hard to unwrap manually. The thing is basically a glorified cylinder, all you have to do is break one seam and roll it out.
If it makes you feel better, you're not the only one having UV problems. I'm having trouble keeping pixel density consistent across my model. I'll have some objects that have a nice, crisp texture, then another that looks a little pixelated.
I'm amazed at how some people can keep things neat and tidy using a single 2048x space. Right now, I'm having to use at least 3 1024x and one 2048 textures just to keep it all looking right.