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3 Dimensional Chat / Safety Barricade [First attempt at UV Mapping]

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Skeptis
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Posted: 5th Mar 2009 06:50 Edited at: 5th Mar 2009 06:54
Hey guys,
I've recently started using 3ds max 9 and yes i am a newbie.
But anyways this is my first object that i have tried UV Mapping, in the past i have just created a model, slapped a few materials on and said its good to go.
This is the first model i have acually taken the time to unwrap and build a UV out of. I present my safety barricade:



-Tom

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Skeptis
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Posted: 5th Mar 2009 06:50 Edited at: 5th Mar 2009 06:53
And here is the texture:

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Azunaki
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Posted: 5th Mar 2009 07:40
thats pretty good. although im pretty sure the lines should be straighter.
Game maker wannabe
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Posted: 5th Mar 2009 12:58
Realy good.

I agree with Azunaki, the lines need to be straight.

Try to use up as much space as possible in your map, to give areas the highest res possible.

H

<Insert Signature Here>
Alucard94
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Posted: 5th Mar 2009 14:40
Why are you so compelled to have the lines straight? You do realize that could cause more stretching/Distortion than you would want to.
The UV Map is alright, you have a lot of unused space at the top which could be used.


Alucard94, the member of the future of the past.
Skeptis
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Posted: 5th Mar 2009 16:16
Hmm? The lines should be more straight? If you look at the model for a few seconds you'll realize that the texture is trying to produce a grungy, broken down theme, like a safety barricade you'd see in a deserted town for example. I'm not a big fan of having stuff being cemetrical but thanks anyways.

@ Alucard. Yeah i realized that, i was kind of rushed to make the map because i knew the texturing would take me a while, ill make sure to use as much as possible next time.

-Tom
The Next
Web Engineer
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Posted: 5th Mar 2009 16:33
Thats pretty god i like the design of it. Not sure if it was intentional but it a nice cartoon feel to this model which i like.

THINK
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Posted: 5th Mar 2009 17:11
nice mate it look very good for a beginner,and i now that soms times uwv unwrap can be a pain in the ass but die out come is very rewarding

and here is very good site to gete some good textuers-----> http://www.cgtextures.com/

i tink that am tinking
RUCCUS
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Posted: 5th Mar 2009 20:27
You could save a lot of UV space by overlapping all of those similar areas. Would save you time in texturing too as you'd only have to draw one side. That and it'd let you use a smaller resolution for the texture while still getting the same detail.

A good tart though.

Alucard94
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Posted: 5th Mar 2009 20:28
Quote: "A good tart though."

Sorry that made me chuckle.


Alucard94, the member of the future of the past.
Skeptis
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Posted: 6th Mar 2009 04:31
Thx everyone, and @ Ruccus, the two sides are different if you look closely but yeah i could overlap some of the other pieces.
darimc
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Posted: 6th Mar 2009 12:52
I personally like it a lot. It reminds me of strelok's older models.



Skeptis
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Posted: 6th Mar 2009 15:31
Thanks darimc
Sid Sinister
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Posted: 7th Mar 2009 23:15
Quote: "You could save a lot of UV space by overlapping all of those similar areas."


Keep in mind that it mirrors that part of the texture though.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
Skeptis
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Posted: 9th Mar 2009 00:25 Edited at: 9th Mar 2009 00:25
I thought i'd have a go at creating a metal texture, this is how it turned out. (screenshot of model + UV map)



-Tom

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Sid Sinister
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Posted: 9th Mar 2009 02:11
Not bad

It's easiest to take or download reference photo's and use that instead of creating it from scratch though. Not sure if that's what you did or not, just saying.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
Skeptis
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Posted: 9th Mar 2009 05:49
yes thats true, but generally when uving a game item you cannot find the object to take a picture of or if you find on the internet you can't use it in a project unless you paid for it.
So in the long run learning how to make your own textures pays off in every way.
Thanks for the comments tho
Sid Sinister
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Posted: 9th Mar 2009 07:20
Quote: "yes thats true, but generally when uving a game item you cannot find the object to take a picture of or if you find on the internet you can't use it in a project unless you paid for it.
So in the long run learning how to make your own textures pays off in every way."


False. Cgtextures is royalty free for starters, and that's just one site among many. There really isn't a huge point of going out and buying an image to use in a texture. Their are many resources you can use to get the desired effect without being scammed into purchasing an image. However, there are times that you can simply just not find what you need unless you do pay for the image. But I consider it a last resort.

A good texture artist doesn't just copy and paste the texture onto his UV Map. A good texture artist will use layer masks and various filters to combine different images and brush effects to achieve a truly unique texture. I might be doing a tutorial on this soon to show you all some next-gen texturing techniques.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
Skeptis
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Posted: 9th Mar 2009 07:22
Yeah i understand what your saying, and thanks for the link.
And if you wrote a tutorial i would be greatful, i would like to get my hands on some next-gen texturing techniques.
Sid Sinister
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Posted: 9th Mar 2009 07:36
I'm finishing up this semester in school right now, and during spring break I should have some time to get something together for everyone. One semester away from getting my computer animation degree! I can't wait

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
Skeptis
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Posted: 10th Mar 2009 05:25
congrats

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