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3 Dimensional Chat / Model help

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pictionaryjr
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Joined: 12th Mar 2009
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Posted: 23rd Apr 2010 06:10
Alright, I'm completely new to modelling so my models are definitely not going to be up to the standards of most people on this board, for some reason everyone on this board appears to be inexplicably good. I wanted to post some screenies of some of the models I have made and see what everyone thinks. I'm trying to keep the models low poly. I'd like to know any improvements I could make.

Also, in a side note. I'm not the best at UV mapping or any of that stuff. I use blender and I know how to make seams for the UV Map, but after that, I'm lost. If anyone would like to offer any help when it comes to actually making a UV map after making the seams, applying the texture, or baking normals (which is why I'm trying to keep them low poly), it would be greatly appreciated.

SCREENIES

http://img22.imageshack.us/g/barrelq.png/

Link102
19
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Location: On your head, weeeeee!
Posted: 23rd Apr 2010 14:28 Edited at: 23rd Apr 2010 14:35
Short tutorial on blender uv mapping by me:

how to mark a seam (only used for normal unwrapping):
- go into edit mode
- select 1 or more edges
- hit ctrl + e
- click mark seam

how to unwrap:
- split your viewport and set on of the 2 to "uv/image editor" (it's the button in the left corner)
- stil in edit mode(!) select all the faces you want a texture to be aplied to.
- press u and select the type of unwrapping you want.
the type of unwrapping is entirely up to you.
The first (unwrap) is the only method that uses the marked seams.
Cube projection is best if you want to bake a lightmap.
- in the uv window, click image > new
- set the properties according to your prefrences and hit ok. (be sure to set the viewport shading to textured to see it)
- I advise you to play around with this window.
- the goal is to edit the vertices so none of the faces overlap and there is minimum stretching while keeping all vertices within the texture size.

how to bake a normal or light map:
- after you've unwrapped your face and aplied a new texture, in the buttons window go to scene
- click on the bake tab (it's on a pannel with a big "anim" button.
- click on normals for normals or shadow for lightmaps (don't forget to setup your lights)
- click bake.

Quote: "baking normals which is why I'm trying to keep them low poly"

I've never tried baking normals myself, but baking normals requires a mesh with as much detail as you can cramp into it. otherwise directx could just the normals stored in the vertices.

mike5424
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Joined: 30th Mar 2009
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Posted: 23rd Apr 2010 19:06
Alot of those models are very primitive, For example, The barrel is just a cylinder, The couch is just a cube with some loops and extruded sides. The bevel tool is a great one, Make sure to use it. Also, Alot more detail is needed in alot of those.

---
Link102
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Location: On your head, weeeeee!
Posted: 23rd Apr 2010 22:31
pictionaryjr
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Posted: 24th Apr 2010 05:13
@Link
Thanks for the advice. i knew all that about getting the textures, i just didn't know if there was an easier way to do it.

@Mike
Yea i know none of them are really detailed but like i was saying before, i didn't know how to bake normals so there was no point in making this high detailed object that i wouldn't be able to use in my game and i didn't know how to bake the normals, so it would just kind of chill there. so i decided to just make low poly ones and live with that until i figured out how to bake normals

pictionaryjr
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Posted: 27th Apr 2010 08:01 Edited at: 28th Apr 2010 06:38
Hey just wanted to post an update and say thanks for all the help. i finnally got my first model textured and baked and now have to make it low poly and fix a few of the seams, but besides that it looks pretty good. or at least i think so. any advice appreciated.

SCREENIE:



EDIT:

moved it to a low poly model



pictionaryjr
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Posted: 29th Apr 2010 06:55
I'm finished with the barrel now and pretty pleased with it and just texted the roadblock sign. I think it looks pretty good.

@Any mods
Was wondering if anybody could possibly change the name of this thread to pictionary's models. I don't want to create a new thread for everytime I complete a model.

Roadblock



zeroSlave
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Joined: 13th Jun 2009
Location: Springfield
Posted: 29th Apr 2010 07:31 Edited at: 29th Apr 2010 07:32
You're moving right along! You should texture up that character in your imageshack folder... Are you planning on using these as props in a game?

My green thumb grew the tree my Trojan War horse was crafted from. With roses in our pockets we rally round the tombstones. Ashes to ashes, we all fall down.
pictionaryjr
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Posted: 30th Apr 2010 04:57
yea. i am. I'm starting with the basic models first and then moving on to the more complex ones. =)

Master Man Of Justice
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Location: Between Insanity and Intelligence
Posted: 30th Apr 2010 04:59
ooh, i got an idea, model an old land-line telophone, like 1900-2000 model type and texture, that would be awesome

pictionaryjr
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Posted: 30th Apr 2010 05:05
haha thats a really random request. i'll see what i can do lol

Link102
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Posted: 30th Apr 2010 14:03
that's not a bad start.

you should look into smoothing groups it can make all the difference.

pictionaryjr
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Posted: 4th May 2010 08:14 Edited at: 5th May 2010 06:45
@MMOJ
I decided just to test myself to start working on a landline phone from that time. Here's how it looks so far. the size is a little off.



@Link
I'm going to try to apply that effect in here. It should help fix some of the seams i got from smoothing too.

EDIT:

Phones one step closer to done, just need the buttons now.

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