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3 Dimensional Chat / Baisc model and texture practice (Crit wanted)

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Reality Forgotten
FPSC Reloaded TGC Backer
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Posted: 12th Aug 2007 18:06 Edited at: 12th Aug 2007 18:14
"ello all, I've decided that I need a lot more practice int he texturing area, so I sat up last night and made a tomb model and textured it. I noticed that there was another thread with the graveyard theme so I contacted "dononeton" to make sure I wasn't stepping on his toes by posting this. I would love some feedback from you guys.

I was inspired greatly by Warhammer 40k. I just love how overly dark and dank everything is.

*Start edit* The white edges are the end result of me trying to apply a Normal map. It didn't turn out as well as I had hoped, also the 3 Hemi lights I have lighting the scene make for an unusually bright moment.

In all there are 30 texture variations for this model. From different hues to different texture patterns and different symbols adorning the lid. If you would like to see more of them let me know and I will post some of the variations. I also have in game screenshots also, if you want to see them just ask. *edit over*





Cheers,
Dave


dononeton
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Posted: 12th Aug 2007 18:15 Edited at: 12th Aug 2007 18:22
Hey that looks great! That looks better than my tombs. I was going may too low poly. What are you using for a modeling program and are you using Photoshop? How are you building the base texture? It looks like you are dodging the edges where I burn the edges. I need to start adding the highlights to the edges. I think it looks better that way.



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Posted: 12th Aug 2007 18:23 Edited at: 12th Aug 2007 18:24
I use Blender and Photoshop. This tomb is really low poly it's roughly 82 Tri's. My methods are pretty simple. I start with the UVMap and then create a new layer and fill it with a color @ 36%'ish opacity. I then go in and edit the layer options until I get that nice dark mess that I love so much. I then add layer upon layer of lighter tones. Combine that with the eraser tool and a few licks with Dodge and or Burn and you will have a sweet texture in no time. The one layer style that I am trying to stay away from is the bevel and emboss option. I do use it but it's at around 1 or 2 percent. It mostly serves as a guide point for my shadow work. I hope some of that helped ya!

Here are a couple of in game screenshots for ya.






Cheers,
Dave


Seppuku Arts
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Posted: 12th Aug 2007 18:29
`ello Dave (Sorry couldn't resist)

Looks pretty good matey - I actually think the texturing is pretty good and the UV map shows no problems - so how about a wireframe shot?

Hakuna Matata
dononeton
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Posted: 12th Aug 2007 18:33
I need to try that. My tombs are 52 tri's I use TrueSpace 7.5 and Photoshop cs2, I have blender also. I am still learning that thou.



Reality Forgotten
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Posted: 12th Aug 2007 18:50 Edited at: 12th Aug 2007 18:51
Seppeku- Here is that wireframe you asked for this is before triangulation. We can assume that Quads * 1.7 = is roughly the number of triangles in a model..I think.. . I have also included a texture map. Yeah I 'el Cheap-o made the water mark. I will eventually come up with something I like to takes it's place. Enjoy!

dononeton- Enough has been preached about Blender so no sense in getting that started again.





Cheers,
Dave


wickedly kick it
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Posted: 12th Aug 2007 19:23
i do love this work, but you could add an engraving on the tomb in the texture. that woudl make it really detailed,
thanks
wicked

Seppuku Arts
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Posted: 12th Aug 2007 20:42
All looks in order, though the whiter edges on the texture are bugging me a little bit in the render, but they seem to do some justice in the FPSC screens and give it more character. But to be fair, you've just shown your texturing skills are better than my own, so I'm probably not going to be so quick to notice anything wrong. So you say that you want 'crit' - but I honestly can't give much.

So I'd probably take the practice onto the next level with something slightly more complex and see what happens.

Good work.

Hakuna Matata
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Posted: 13th Aug 2007 00:46
Quote: "But to be fair, you've just shown your texturing skills are better than my own, so I'm probably not going to be so quick to notice anything wrong. So you say that you want 'crit' - but I honestly can't give much. "


See that is the type of crit I want. The more critical it is the better it is for me.


Quote: "All looks in order, though the whiter edges on the texture are bugging me a little bit in the render, but they seem to do some justice in the FPSC screens and give it more character."


small engraving swould be cool, I will try to incorporate some
Sort of etching, I will work on it tomorrow and post an update maybe by tomorrow night.

Cheers,
Dave
FPSC has a mind of it's own when media is concerned. I am just thankful that it turned out to resemble something. I think it is the Camera fov that makes things look a bit off, sorta has that walleye look to it.

[quote]


Libervurto
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Posted: 13th Aug 2007 01:29
Looks pretty cool
Can't see the problem with the FPSC screenshot, you just don't have a lot of light in there.
ehem... why is there a roof over your graveyard?

Your signature has been erased by a mod because it was rubbish.
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Posted: 13th Aug 2007 01:35
Haha, Not sure why the roof is there.

You would have to look at the two renders and then the FPSC screenshots to see the differences. Here is a water tower that I completed a really long time ago. You can see the two big differences here.

Here is the water tower in Blender



And here is the water tower in FPSC. Notice the distortion. The fov seems a bit jacked up, I think this might be this way because of the zoom function as I see no other reason to mess with the fov.




Cheers,
Dave


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Posted: 13th Aug 2007 13:54
I have started re-texturing the tomb model. I think I went a bit over board with some of my styles. This is the base model with AO baked to the model. I still haven't figured out how I merge the AO and the texture together. If anyone uses Blender and knows how to do this I would greatly appreciate the help.



Cheers,
Dave


5Louiz
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Posted: 13th Aug 2007 17:13 Edited at: 13th Aug 2007 17:35
You are doing a good work, Dave. Everything looks good. The models are simple, so I find it difficult to add much.

Yes. I notice the distortions in FPSC. The towers look flat and the colours look less vivid (because of the illumination?).

My only critic to your texturing: The texture wraps some pairs of faces too smootly, therefore, the edge by which they are joined does not look natural. You would better make it more sharp, in my humble opinion.

I have tried merging a baked AO and a texture and got a result. As I do not have much experience with preparing models for games, my solution may be rubbish:

1. Add the texture to the object's material;
2. bake the AO to a new image and save it;
3. add a new texture layer to the material and load the AO image to it;
4. set both of the images' "Map input" to "UV", and "Map to" colour;
5. set the second texture's blending mode to "Multiply";
6. create a new Image in the Image panel. Bake the texture to it.

7. This will bring a dark result, so you might be interested in increasing the AO energy.
8. The nodes editor can be more flexible.


Edit: my English is especially bad today. Sorry.

Cheers,
Luiz Fernando.

Luiz Fernando Belo Horizonte.
A sombra deste dia envolverá o mundo em cinza.. então o Sol se ajustará a você.. [Linkin Park - Shadow of the Day]

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