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3 Dimensional Chat / Help with first model texture please

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Ret
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Joined: 18th Jul 2010
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Posted: 21st Aug 2010 08:27 Edited at: 21st Aug 2010 08:29
Hi, I've attached screen shots both the good one from sketchup and the bad one from FPSC, not sure what I'm doing wrong but would like some help if possible. First time I've ever tried to model anything and I have no clue what I'm doing.


GOOD:




Bad (after moving to FPSC):



I've tried adding a few shaders to the model, helps some but not very much.

Sorry about the stupid duel monitor capture....
Vent
FPSC Master
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Posted: 21st Aug 2010 08:41
Well your using SketchUp with multiple textures, most people use UV mapped models with a single texture, whats the problem though?

If you want it to look less flat, and bland, try using your own materials in SketchUp and apply them, though I recommend you try some other modeling apps, other than SketchUp, as it's models turn out way to high poly, even without adding much detail.


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Ret
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Posted: 21st Aug 2010 08:59
I'm just losing tremendous ammounts of detail, probably mostly due to my texture is crap...that I know! hahaha, but still it's like the colors completly flip I've managed to get the poly count stuff under control I took this one from 11k poly's down to under 4, simply removed segments within my cylinders and that cut down on the poly's a lot. IDK though I deff need help with learning to texture, but then again this is my first model, just wish I could get it as nice and neat in FPSC as I have it in sketchup.
Vent
FPSC Master
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Posted: 21st Aug 2010 09:06 Edited at: 21st Aug 2010 09:07
Well, aside from FPSC removing alot of detail from a model try adding new textures using images youve created your self, as your textures, here it appears you have just used normal colours.

If you look at my models as an example

http://forum.thegamecreators.com/?m=forum_view&t=173645&b=24

They only use 1 texture image, as using multiple textures isn't that effective, and usually looks bland.

Edit: I just noticed, where the colours have "flipped" its missing textures, it could be the image file.


Vent Media - Free FPSC Media
Ret
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Posted: 21st Aug 2010 09:14
your correct, I just used normal colors and that's why I've lost so much deffiniton, I was really hoping to get my model into my game soon, but I suppose I need to take a step back and learn how to make a proper texture....I would also like to say..model side of things is fun ...texture side of things sucks. Is there any specific tutorial that you would recommend for beginner texturing?
Vent
FPSC Master
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Posted: 21st Aug 2010 09:19
Well depending on your program, im assuming you don't ahve Photoshop, so try GIMP or Paint.NET, you can search for tutorials for your specific, also maybe try learning to UV map, but mapping SketchUp models is pretty hard, another reason to try another app, like Milkshape, Blender, Anim8or, Wings3D.


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Ret
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Posted: 21st Aug 2010 09:28
Actually I do have photoshop, but I lack even the simplest knowledge of knowing how to texture and that shuttle is UVMaped not just simple colors I tried that and failed, I basically used photoshop to setup colored textures and then maped them to the model, so that part I know how to do.
mike5424
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Posted: 21st Aug 2010 11:38
The main things i notice are that the Sketchup screen shot has a wire frame, And that the fpsc pic looks like it's self illuminated.

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Ret
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Posted: 21st Aug 2010 19:19 Edited at: 21st Aug 2010 19:22
yeah I noticed that to mike...I have no clue about that issue either. The shaders that I used previously on the model helped it a lot, but in the screen shot I never had them applied. the wireframe gives it definition in the sketchup model, however when doing the model texture I just used simple color textures and maped them out on the model...so I lost all the definition consider I just used plan colors.
Aaagreen
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Posted: 21st Aug 2010 19:58
Where's the detail loss? The model looks way too high poly for FPS Creator anyway, I'd steer away from Sketchup until you learn how to model low-poly objects and uv-map them.


I'd love to see things from your point of view but I can't get my head that far up my bum.
Ret
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Posted: 21st Aug 2010 20:49
key word here (LOOKS) I've mentioned in my previous posts the poly count...it's not the poly count..it's the fact that when I textured and (UVMAPED)<another key word) I just used simple colored texture patterns (this is not just using sketchup colors...that wouldn't work anyway.
Ret
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Posted: 21st Aug 2010 23:43 Edited at: 23rd Aug 2010 01:56
I think what happend when I was applying the colors I was expecting the wirefram to still give the shapes that definition that I was seeing in sketchup...which is kinda why I was like wtf happened....

but after messing around and retexturing the ship I am much happier with my new results. Still needs work, but you have to admit, looks a lot better than the first attempt. Sorry about duel monitor again I would disable it in SS if i knew how to.







comments,suggestions welcomed. Don't be to harsh please.

**EDIT** All these views and no helpfull comments

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