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3 Dimensional Chat / My First Textured Model :D

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FrozenCore#6
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Joined: 5th Jan 2010
Location: FrozenThrone
Posted: 10th Mar 2010 17:22
SMG Mac 11

Soz If I Have To Recent Topics But My Other Seems To Be Ignored

Well I Figured out How To Export The UV Map And How To Import it Again

I Learned A Bit More About The Texture , Lambert , Phong , Phong e

Etc...

I Smoothed The Model Once , And Applied A Phong Texture With The Uv Map File...

Well Anyways Here is What I Got ...

It's A Lil Funny At The Center Edge Loop But Lol Whatever It's My First Texture





Soo?

My Latest Photoshop Work:
Aaagreen
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Posted: 10th Mar 2010 17:27
You shouldn't smooth models. The barrel seems to be the wrong shape (as pointed out in one of your other threads). 24,822 triangles is about 22,000 more triangles than you need for a model like this.

Jeku always gets drunk and tries to Moderate the ocean. Tirelessly slapping the waves as they roll in.
Shaun Of The Dead
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Posted: 10th Mar 2010 17:39
The texture is very low quality when you look at it closley, and looks to me to NOT be an actual texture but just a stretched image from google.

But i do like the model

Your signature has been erased by a mod - Neither clever nor funny.
FrozenCore#6
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Posted: 10th Mar 2010 18:58
Lol Yeah It Is A Streched Image From Google

I Dunno How To Make My Own Texture . AS I Said It's Still My First Thingy

Btw I Fixed Up The Barrel o,o...

And I Thought It Looked better after smooth ..

Here Is An Animation Of The Model Too Mad I Dunno How To Render

http://www.youtube.com/watch?v=WiYoD758j5M

Before U Comment On The Animation .. Please Read Description

My Latest Photoshop Work:
mike5424
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Posted: 11th Mar 2010 22:51
To be honest you haven't properly UV Mapped it. From what i saw you only UV mapped the front and back, This means you can't put a texture on the sides, That's why it's looking so stretched!

Quote: "And I Thought It Looked better after smooth .."

It does, The poly count doesn't....

The animation is nice and the gun itself is good though.

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Aaagreen
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Posted: 12th Mar 2010 19:13
Quote: "And I Thought It Looked better after smooth .."


No, it looks like the gun was half-melted.

Jeku always gets drunk and tries to Moderate the ocean. Tirelessly slapping the waves as they roll in.
SJHooks
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Posted: 17th Mar 2010 01:03
Quote: "You shouldn't smooth models."
I think it depends on where you smooth and the specular map you apply. Flat surfaces that are literally supposed to be flat (i.e. the top and bottom of a cylinder) you keep solid and flat, whereas the lateral surface area of the cylinder you smooth, then you just apply the right type of specular map later. But your model, on the other hand, looks subdivided and high in polys. And also, the material you give the gun in the editor won't work with a game unless you bake the spec map, which, in this case, looks far too shiny, and is too shiny in certain places where it shouldn't be.

Typos, can't live with em, but somehow I do
FrozenCore#6
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Posted: 17th Mar 2010 22:21
@ SJHooks:

... EH?!

I Understood The Part Of Smoothing Some And Not Smoothing Others ...

But What about The ...

{Specular Maps - Bake Spec Map - Too Shiny o,o? }

Please Re-explain IN A Noobie Way ... This Gun Is My 10th Project on maya So I barley Know Anything About 3D Design

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SJHooks
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Posted: 18th Mar 2010 01:51 Edited at: 18th Mar 2010 01:54
Hehe, okay. Since I'm not exactly sure what your degree of knowledge about 3D modeling is, I'll explain it in the most noobiest way I can (no offense ). First of all, it depends on what you're going to use your 3D model for. If it's going to be in a movie, then settings of the model (such as the shininess and glossiness) can be handled in the editing program (in your case, Maya). If you're aiming to use your models in games, then you have to use maps for your project. In case you don't know, after the modeling (which I think you've gotten down), you UV Map your model. UV mapping is the same as unfolding a piece of origami, you add seams (where the model unfolds) in the right places, and unwrap the model propotionally. Next you make a diffuse/texture map, which is basically the texture itself (you make this using the UV map). Then there's the normal or bump map (most people use normal nowadays), which is basically a type of illusion that the lighting creates on the model to make it look like it has detail, such as a smoother surface, a grainy surface, etc. This can be done by two common ways that I know of: 1.) You use a plugin in the image editing program (such as photoshop) that creates the normal map according to the light and dark parts of the texture. 2.) You can bake a normal map, which is when you have a low poly version of the model (the one you plan on using) and a high poly one in the same place, which you then bake (it's just an option in the 3D modeling program. All it does is it takes whatever appearance the model currently has, or in the normal map way, the high poly model, and then bakes it into a texture.) Finally there's the specular map, which is just how lighting shines on the model. It can have a glossy shine, a smooth light shine stretching over vast parts of the model, etc. Specular maps are basically any color. The brighter the color is, the more shine it'll have, and the color of the specular map determines the color of the shine on the object. Here's a link that explains the maps pretty well, and even includes a tutorial to making all three maps using photoshop. Good luck and hope I helped. P.S. I wouldn't rush into baking maps quite too quickly, it takes a degree of 3D knowledge to understand, but if you think you're ready, google it up. Hope you learn well - SJHooks

Typos, can't live with em, but somehow I do
FrozenCore#6
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Posted: 18th Mar 2010 18:35
After What You Said , I Just Figured Out That I need Some Serious Help

I Didn't get Anything About Diffuse maps ...Normal Bump maps....

I Dun't Even Know What You Mean by "Maps" Anymore ..

All I Know Is UV map..


*Here Is My Knoledge About 3D Design*

I Make The Model ... Becarful Not To Screw up The Flow To Much ...

Unwrap Which I Am Pretty Sucky At ...

Export The UV Map For Coloring On Photoshop...

For Shiny Stuff Like Iron .. I Use Phong Or Phong E ... Then Applie A File Texture On it Which Is The UV Map *After Photoshoping*

And That's All I Know ... About Any Lighting Thingy .. I Dunno Anything ...

About the Link U Gave Me ... It Seems Good But I'm Still Not getting Anything ,....

Oh Btw I Was Never Involved In Any 3D Making Schools So I Do Have Trouble Understanding Some Expressions Too ...

Sorry For The Trouble

Sorry For Ur Long Message whih I Didn Quite Understand

Well Hope Ur Patient Enough To Help Me T_T

My Latest Photoshop Work:
mike5424
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Posted: 18th Mar 2010 19:47
The texturing part
Quote: "For Coloring On Photoshop..."
Is making the diffuse map, A diffuse map is just a texture

A normal map is just for adding detail, Say you wanted to add dents, A normal map would just make it look as if you modeled the bumps, Don't worry to much about them yet.

As for a specular, It just tells the program how to reflect lighting, Don't worry about this yet ether.

Hope i helped!

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mike5424
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Posted: 18th Mar 2010 19:47 Edited at: 18th Mar 2010 19:49
The texturing part
Quote: "For Coloring On Photoshop..."
Is making the diffuse map, A diffuse map is just a texture

A normal map is just for adding detail, Say you wanted to add dents, A normal map would just make it look as if you modeled the bumps, Don't worry to much about them yet.

As for a specular, It just tells the program how to reflect lighting, Don't worry about this yet ether.

Hope i helped!

EDIT: Seems it has posted this message twice :\ If a mod would be delete this post it would be appreciated!

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FrozenCore#6
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Posted: 18th Mar 2010 20:13
Ty Mike I Kinda Understand Now ...

So ... Diffuse Map Is The Uv Map Which Has been colored On Photoshop...

A normal Ma Is A Uv Map Having Details? Or A Diffuse Map Having Details...

A Specular is About lighting Which I never Tried ...

Well Anyways ... I'm Working On A Head But Too Lazy To Continue ... Any Ideas Of A new Model? ... I Dunno What To Do o,o

My Latest Photoshop Work:
mike5424
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Posted: 18th Mar 2010 20:31
Yea, You've got it! Don't worry though, It is complicated

Next, I think you should make a low poly model. Try making your own gun design, Nothing to complicated! It's alot more fun seeing as no one can tell you it looks wrong

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