Quote: "That is REALLY cool! How did you UV Map it?"
Thanks! I used UV Mapper Classic and followed a tutorial.
Basically, I made the model in Milkshape, exported it as an .obj file, loaded it into UV Mapper, mapped it, then imported it back into Milkshape.
I then cut and paste various textures into paint.net, so that they matched the layout of the uv map. I then applied the new texture as the material for the model in Milkshape. I then exported the finished model as an .x file, and used Entity Compiler to make it FPSC ready.
Quote: "As for comments, the dish part kinda looks like it's made of stone. See if you can create a texture where it looks either uniform (minus wear and tear). Other than that, it looks good!
[quote]As for comments, the dish part kinda looks like it's made of stone. See if you can create a texture where it looks either uniform (minus wear and tear). Other than that, it looks good!"
I deliberately chose textures that represented white painted metal, that had been weather worn from being outside for years. I scoured the internet looking for reference pictures, and of all the ones I found, none showed immaculately clean dishes, hence the choice to make it look weather worn.
The texture I used for the dish, I found on CG Textures, and is actually a picture of a white painted large oil tank (the kind you see at oil refineries).
At some point I will try to make my own custom textures. But, while I'm still learning the basics, for now I think I'll stick with sourcing free textures from the internet!