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3 Dimensional Chat / US Army WW2 Trailer Model W.I.P

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Shaun Of The Dead
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Posted: 18th Mar 2009 17:37
Hello,
I have began to get back into the routine of modelling and texturing.
I decided to make this because i was bored, but i think ive done a half bad job of it
Im still working on the texture, but here it is so far

What do you think?

Model Render


UV Map



Shaun



Shaun Of The Dead
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Posted: 18th Mar 2009 17:40
Oh, and i forgot to mention, its 134 Poly's

Shaun



Sid Sinister
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Posted: 18th Mar 2009 20:54
Lets see some wires

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
Shaun Of The Dead
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Posted: 18th Mar 2009 22:08
sorry for the wait, ive been busy..

anyways, here it is (sorry for the wires being faint)



Shaun



Sid Sinister
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Posted: 19th Mar 2009 06:07
What the heck? No no no, just take a screenshot of the model in your editor with edged faces or edge mode on. No need to render out the model with wires visible.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
Shaun Of The Dead
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Posted: 19th Mar 2009 17:49
oh well
Its there now....

Anyways, what do you think of it so far sid?

Shaun



AaronG
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Posted: 19th Mar 2009 21:59
Very nice, the model anyway.

The texture could use a little work.


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Shaun Of The Dead
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Posted: 19th Mar 2009 23:03
yeah, im still practicing and experimenting with textures that arent for segments.

Thanks



Sid Sinister
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Posted: 19th Mar 2009 23:22
Quote: "oh well
Its there now...."


I can barely see the lines. Sorry, I'm not going to go through the effort to critique it. There's not enough time in the day. Help me to help you.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
=Acid=
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Posted: 19th Mar 2009 23:38 Edited at: 19th Mar 2009 23:40
Okay,
You don't have to put your stamp on your texture map, if it isn't complete, whats not, people don't steal texture maps nowdays anyway, so it isn't necessary. Sort of makes it annoying and difficult to look at.

Model: It does look pretty simple, not much geometry to make it look too interesting. Still its a good start.

So what I can tell from the UV, is that you have alot of unused space. The black areas of the UV need to have been filled in with the rest of the faces that have been uv'ed. Scale everything up a bit, and have a go at a bit of UVpacking or what I call tetris and try to fit everything in nice and close and fill up the whole texture map. The tyres could have been overlapped, and maybe a few other areas as well.

Texture: For the green it looks as if it just a solid with a grunge brush gone over it. I feel that you could add some white scratches, setting the mode to overlay and using a 1px brush start scratching it up on the sides or areas that it would make contact with other objects to get it scratched. It could also use some interesting things like indents painted in, or buttons or a grill or something to break it up from the plain feeling. Have a look at some refs and see how they work. They probably have some screws as well running along the sides.

Render: Don't render on a black background, it makes it hard to see in contrast. Possibly do it on a gray or a dark gray.

Can't really see the wire, as ss said, so just take a screen shot with edged faces on so we can see it better, or just take a viewport screeny.

Good stuff so far, keep it up!
KeithC
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Posted: 20th Mar 2009 13:45 Edited at: 20th Mar 2009 13:50
I noticed what Acid noticed as well. The tire UVs could have been overlapped into a single tire UV/texture. Doing that in various places allows you to resize certain elements, giving them a sharper resolution.

Proper UV mapping takes time, and is an art unto itself (took me awhile to get a proper grip on it, and I'm still learning). Many of the parts on your mesh use the same texture (without any stenciling), and could therefor be overlapped. There is a point where the UV Map can be so condensed, that you can use a smaller map (256x256, 256x512, etc.)...thereby saving precious memory in the overall scheme of the game using your elements.

Just a little advice.

-Keith

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