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3 Dimensional Chat / Maindric's most recent sword.

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Not_Maindric
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Joined: 10th Jul 2007
Location: Omaha, NE
Posted: 26th Apr 2009 04:56
This is my latest 3D model.

I am mainly worried about getting the model look good with a good polly count right now.

Also, anyone know any good texturing tutorials? I tried many, but not really good ones. I suck at texturing (As seen in my previous posts), so any help would be appreciated.



(From AndrewT)

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Azunaki
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Posted: 26th Apr 2009 05:03
Not_Maindric
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Posted: 26th Apr 2009 05:14
Thanks for the reply, but I know how to UV Unwrap, but I just can't texture to save my life.

As shown here, I have a decent unwrap, but the texture really needs some work.

[href=http://forum.thegamecreators.com/?m=forum_view&t=144483&b=3
]http://forum.thegamecreators.com/?m=forum_view&t=144483&b=3
[/href]

And I also looked at that tut earlier today, got a few tips, good tutorial, but not what I was looking for.



(From AndrewT)
Azunaki
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Posted: 26th Apr 2009 05:27
my suggestion is to try and use real life images and edit them to use as textures. like if you wanted to texture a crate (not nessicarily just take a picture of a crate...lol..) but get a picture of a plank of wood and edit that for use as your side. everything shouldn't be drawn on if it dousn't need to be. but also be careful about what you get because you don't want to on that has like a shadow over it or part of it.

but like the sword you made i think you should have looked up pictures of scimitar(guessing on that) to get the metal. doing that can help you get much more accurate models.

also the reason i think the swords blade looks weird is because it looks like how wood would look. not how metal would look. metal is much much smoother then that. and should just flow along. that looks very grainy at some points. (im talking about the sword in the link)
Not_Maindric
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Posted: 26th Apr 2009 05:36
Thanks for the tips.

Lol, thought you were talking about this sword for a sec, I was thinking, "How can it look grainy? And I tried to make it smooth!"

I will work on that, almost done with the basic handle, adding detail to it soon.



(From AndrewT)
Azunaki
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Posted: 26th Apr 2009 05:41
http://www.chicagoswordplayguild.com/c/media/armsAndArmor/brescia_longsword.jpg

this is a sword i would suggest basing your models texture off of because of the similarities between your model and it.

http://www.chicagoswordplayguild.com/c/theTradition/longsword.asp

that's the link to the site.

i know the images isn't very large so you can't see a whole lot of the detail in it. but it gives you the idea of what i mean.
Not_Maindric
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Posted: 26th Apr 2009 05:45
Thank you for the link, I will use that as soon as I get done with the model and UV Map it.



(From AndrewT)
Azunaki
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Posted: 26th Apr 2009 05:50
ok and no problem.
Not_Maindric
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Posted: 26th Apr 2009 06:22
Update on on the model.

This time with the Ref.



(From AndrewT)

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Azunaki
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Posted: 26th Apr 2009 07:49
i would like to see a rendered slightly slanted one. the handle looks kinda awkward.
Not_Maindric
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Posted: 26th Apr 2009 08:25
I purposefully left a bit of detail out of the handle seeing as in most of the time, it is not seen. At least in the type of games I'll make. (I prefer RPG's, RTS, MMO's, and such, and I aim my models to those.)

Here is a close up on the handle, I fixed it up a little.



(From AndrewT)

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Alucard94
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Location: Stockholm, Sweden.
Posted: 26th Apr 2009 11:12
Quote: "my suggestion is to try and use real life images and edit them to use as textures. like if you wanted to texture a crate (not nessicarily just take a picture of a crate...lol..) but get a picture of a plank of wood and edit that for use as your side. everything shouldn't be drawn on if it dousn't need to be. but also be careful about what you get because you don't want to on that has like a shadow over it or part of it.
"

I highly, highly, disagree on this part. Photo texturing is dull and makes the texture look extremely stitched on and will most likely have a bunch of strange lightning. Unless you're texturing something like a normal mapped character photo texturing should be a no no.
I suggest just practicing hand painting the textures, that's what I'm doing at the moment and I certainly prefer it seeing as firstly it's hard to find photos and secondly texturing by hand gives you much more freedom in what you're making which generally ends up giving the texture a much more realistic look, as you have all the control over where the lightning comes from etc.
Hand painting everything does take it certain time to learn, although don't ask me how long as I'm still in that train but in the end you'll get better and better.


Alucard94, the member of the future of the past.
lazerus
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Posted: 26th Apr 2009 13:56
Anything worth doing and worth doing right, has always been hard...

Theres no way around it,

Cb you can quote me on that.

looking good so far, although the handle looks very flat which to be expected with a rpg/mmo The blade likewise but that needs to be bigger since it needs to stand up to scrutiny by the user.

cheers cb

And as the thousands bleed stagnant and scream to plead for their lost memories and questions in a melancholy pain and fear.
So I will crouch down, smile and whisper,
No. //BlooD Right, Book by me
Demon Air 3D
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Posted: 26th Apr 2009 14:16
For texturing i suggest hand painting like alucard said. Maybe a couple of overlays of other textures like from CG-Textures.com would be good to detail them out abit more.
Not_Maindric
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Posted: 26th Apr 2009 21:45
Quote: "I suggest just practicing hand painting the textures"


YAY! Now the fun begins!

Quote: "looking good so far, although the handle looks very flat"


The handle will almost never be shown, so I am not worried about putting to much detail on it, just enough to show it is there.

Quote: "The blade likewise but that needs to be bigger since it needs to stand up to scrutiny by the user."


What do you mean by that? Wide, thick, long? I tried keeping it as proportional as possible... Please elaborate a little more.



(From AndrewT)
Alucard94
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Posted: 26th Apr 2009 22:02 Edited at: 26th Apr 2009 22:05
Quote: "YAY! Now the fun begins!"

If you don't have the right motivation or the right idea on how it should be to get good at something then you probably never will get good at it. You need to actually want to practice.


Alucard94, the member of the future of the past.
lazerus
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Posted: 26th Apr 2009 22:10
girth thickness what ever you may call it, it seems too thin, along the middle of the blade, it needs to be thicker, since atm it looks wafer thin,

sorry if i seem distracted its because i am...

And as the thousands bleed stagnant and scream to plead for their lost memories and questions in a melancholy pain and fear.
So I will crouch down, smile and whisper,
No. //BlooD Right, Book by me
Quik
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Location: Equestria!
Posted: 26th Apr 2009 23:04
ill agree Alucard, it is better to try to learn to texture now. I mean, i have never ever ever bin good at 2d, or, acually, any graphical at all! yet still, iam learning, now iam a decent 3d artist (imo anyway) and getting better at texturing. With practice come result, it is that easy, u may find good photoshop tutorials here http://www.good-tutorials.com/tutorials/photoshop not sure what you use, but still=P

Do not try to remake photos, ull give more "life" to the model by doing them urself, and anyway, does it not feel better to have made something whole than to have done just halv the thing? =P

i have no intentions to "demotivate you", so iam sorry if i might have sounded harsh in anyway, i want to motivate you=) i wish you the greatest luck!


[Q]uik, Quiker than most
Not_Maindric
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Posted: 26th Apr 2009 23:41 Edited at: 27th Apr 2009 04:38
I do have some motivation, as I hobby in 3D. That was just sarcasm of how much fun it is, I do push myself to do texturing, I just suck at it. I do plan on getting better, and I am going to texture soon.

@Lazerus

Alright, I will make it thicker.

**Edit**

I think I am finished.

It is no where near perfect, but it is good enough. I am making this model as a place holder in DBPro, and I just wanted some basic practice. Here is a render.



252 Pollys, 470 Tris.



(From AndrewT)

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Not_Maindric
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Posted: 27th Apr 2009 04:57 Edited at: 27th Apr 2009 04:59
Sorry for double posting.

Here is the sword in DBPro.





(From AndrewT)

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Azunaki
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Posted: 27th Apr 2009 07:32
thats far better then your other texture. but i think you should make the blades texture flow a litle better. the gray and black spots should be closer together in color. and the handles texture i think looks to similar to the blades.
lazerus
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Posted: 27th Apr 2009 17:53
looks much better!

liking the new texture.
id say love but i just dont want a serious relationship.



keep it up, cb

And as the thousands bleed stagnant and scream to plead for their lost memories and questions in a melancholy pain and fear.
So I will crouch down, smile and whisper,
No. //BlooD Right, Book by me
Azunaki
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Posted: 28th Apr 2009 01:17
ok i reread what i said and feel stupid for saying it that way now.... what i ment to say is that the handle guard and the thing past what you grip look rather bland (yea i know not even close to what i said last time....)
Not_Maindric
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Posted: 28th Apr 2009 01:38
Quote: "ok i reread what i said and feel stupid for saying it that way now."


Lol, I understood what you meant.
I am not going to worry about it much seeing as I was just making a placeholder model. Thanks for the crits.

Quote: "liking the new texture.
id say love but i just dont want a serious relationship. "

But, but, but, doesn't everything need to be loved????



(From AndrewT)
Azunaki
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Posted: 28th Apr 2009 02:47
lol.

oh ok.

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