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3 Dimensional Chat / Texture unwrappers, and starting from scratch ...

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Fallout
21
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Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 18th Jun 2003 04:51
For those of you who makes models from scratch and then texture them with one image ...... how? I assume it involves the use of texture unwrapping programs. I've never used one, so I wouldn't know how to go about it. Does it take the model, and create a flat version, sectioning off each area of each polygon?

Could someone please point me in the direction of a texture unwrapper (if thats whats required) that would work with Milkshape, and how I'd go about using it?

I think its about time I conquered my inadequate modelling/skinning skills.
Machine: P4 2200, 1GB RAM, GeForce4 64MB, Audigy Platinum
http://www.breakbeat-terrorism.co.uk
(It's not all about the coding)
Fallout
21
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Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 18th Jun 2003 04:52
Also, for those of you making decent quality models. Are you using primitives, or literally building the model from scratch with each vertex, making each face for a continuous skin?

Machine: P4 2200, 1GB RAM, GeForce4 64MB, Audigy Platinum
http://www.breakbeat-terrorism.co.uk
(It's not all about the coding)
MikeS
Retired Moderator
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Location: United States
Posted: 18th Jun 2003 05:35
I use primatives(usually always starting with a cube.),but I am using wings3d for the time being, so I don't think you can make vertexs seperatley.(correct me if I'm wrong please.)

I basically start with a cube, tighten it too the ideal size of what object I'm making(like a foot or something.)and then extrude, and start bending all the vertexes and faces around.



http://www.geocities.com/yellow1dbp/index.html?1055790955556
Let me know if you want your site to have a link on my page.
Fallout
21
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Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 18th Jun 2003 05:54
I just spent about 30 minutes modelling a head, making every vertex and face from scratch. I can see its possible to make an entire model from scatch this way, but it isnt half slow. It might not be up to the standard of models on display here, but its definitely the best looking model I've ever made. x-d

Still, my main question still bugs me though. How am i going to texture this when I'm done? What should I be using? (modelling in milkshape)

Machine: P4 2200, 1GB RAM, GeForce4 64MB, Audigy Platinum
http://www.breakbeat-terrorism.co.uk
(It's not all about the coding)
MikeS
Retired Moderator
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Location: United States
Posted: 18th Jun 2003 06:01 Edited at: 18th Jun 2003 06:01
I think most would recommend lithunwrap, it's $29 I think.



edit:how to texture, well I'm just learning myself so I can't help you there.

http://www.geocities.com/yellow1dbp/index.html?1055790955556
Let me know if you want your site to have a link on my page.
Fallout
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Location: Basingstoke, England
Posted: 18th Jun 2003 06:12
The downloads dont work on the official lithunwrap page (seems to be renamed now anyway), which isnt very helpful, but I found lithunwrap 1.3 on another site. Gonna take a look. Hopefully its a newish version.

Machine: P4 2200, 1GB RAM, GeForce4 64MB, Audigy Platinum
http://www.breakbeat-terrorism.co.uk
(It's not all about the coding)
MikeS
Retired Moderator
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Posted: 18th Jun 2003 21:10
yea, I myself tried to download it, but it wouldn't work.



http://www.geocities.com/yellow1dbp/index.html?1055790955556
Let me know if you want your site to have a link on my page.
Simple
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Joined: 28th Aug 2002
Location: United Kingdom
Posted: 18th Jun 2003 21:26
You can download the DEMO of "Unwrap3D" ...... it should work fine ( but you can't save )

The last FREE version of Lithunwrap was v1.3 and can be downloaded from my website ( click on my logo ) so can the tutorials for using it. I suggest you follow them to the letter, as it's not easy to just explain how to UVmap your model.

Vertex editing is a very good way to model ( for accuracy ) but you don't have to limit yourself to just this method for the whole model ..... try using both ( box modeling and vertex editing )

Spec - AMD Athlon 1000mhz - 256mb DDR - Gforce2mx 400 - 60gb HD - 19" Compaq - DVD rom

actarus
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Joined: 29th Aug 2002
Location: 32 Light Years away
Posted: 19th Jun 2003 00:04 Edited at: 19th Jun 2003 00:16
It's not worth buying Unwrap 3D,AFAIK lithunwrap is virtually bugless and does the same work.

Modeling Tip of the Week:The more details you put on a model,the more you will learn from it!

If I've seen it all before,why's this bus taking me back again?
Simple
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Location: United Kingdom
Posted: 19th Jun 2003 00:54
QUOTE:
It's not worth buying Unwrap 3D,AFAIK lithunwrap is virtually bugless and does the same work.

You obviously haven't tried the latest version of Unwrap3D then have you ?

Spec - AMD Athlon 1000mhz - 256mb DDR - Gforce2mx 400 - 60gb HD - 19" Compaq - DVD rom

actarus
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Posted: 19th Jun 2003 01:01
No since I know that lithuwnrap IS THE SAME thing as the UVWunwrap modifier of Max before R5...

Which does it all.

And why would you use Unwrap or Lith if you own C4D+Bodypaint...You didn't buy a package you don't understand right?

Modeling Tip of the Week:The more details you put on a model,the more you will learn from it!

If I've seen it all before,why's this bus taking me back again?
Simple
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Location: United Kingdom
Posted: 19th Jun 2003 03:00 Edited at: 19th Jun 2003 03:05
Have you ever used the UVmapper from C4D ?? ..... you obviously haven't

QUOTE:
And why would you use Unwrap or Lith if you own C4D+Bodypaint

Because I was using Unwrap3D before I bought C4D . and I know how to use well.

Spec - AMD Athlon 1000mhz - 256mb DDR - Gforce2mx 400 - 60gb HD - 19" Compaq - DVD rom

arras
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Joined: 3rd Feb 2003
Location: Slovakia
Posted: 21st Jun 2003 21:47
To model my 910 poly human model I used primitives. Simple 6 sided cylinder for torso, neck, arms and legs. Head was done from sphere. To use primitives is simplier I think then to make it face by face and you can better control polycount.
Of course you have to add detail where needed. I do it bye useing Divide Edge and Turn Edge commands. Sometimes I remove some faces and place wertexes individualy.
And dont forget Extrude command of course..

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