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3 Dimensional Chat / My Latest..you guessed it...sword(over 2megs of images)

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Insanity Complex
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Posted: 28th Mar 2006 22:34 Edited at: 28th Mar 2006 22:38
Here it is, 100 Polygons of glory. Separated into 3 objects for UV









Took me aproxx 2 hours to get it all done, sword, UV and all. Haven't started on actually making the texture with the UV's. Tell me if I did this wrong. Trying to fix image links...

Seppuku Arts
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Posted: 28th Mar 2006 22:52
Looks interesting, to be honest a single UV map is more essential, but its not that easy unless you have more professional UVMapping tools like Body Paint 3D, however I am not one to complain, use multiple UV maps all the time

Insanity Complex
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Posted: 28th Mar 2006 22:55
This is my first UV map, and it was distorting itself when I tried to do the whole thing, this is the only one that worked well.

Seppuku Arts
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Posted: 28th Mar 2006 23:31
fair enough, much better than my first UV Mappings

dark coder
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Posted: 29th Mar 2006 07:51
not bad however you are wasting alot of mapping space there, and for the gems you could have just decal/plainar mapped it from the side as they are like a pyramid thing.

and you should have used only one texture map, 3 is just wastefull, since the blade is very long you will have lots of space left so you could have crammed everything else on there.

Halowed are the ori.
Van B
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Posted: 29th Mar 2006 15:03
I'd have taken the end of the blade away from the blade itself, so that the extra detail can be applied, but the trick is to overlap the texture with the blade.

Like instead of fitting the blade onto the texture, you only need to fit a section on, the whole width of the texture with the extra's hanging off each side, then that part of texture is repeated. It's more used for things like tyre treads as it allows neat wrapping of textures without using a whole file.

Having it all on a single image is the only way, especially for DX engines as DX really prefers 1 mesh per texture, it's not as clever with it's texture files as OGL.

As for software, I use Lithunwrap, which is free, but I have no problem fitting things in, I reckon you could get that sword onto 1 texture no problem. It can be tricky to avoid stretching, Lithunwrap has a usefull mapping space system and scaling too, so you can get the size right, then scale down uniformally to the right size.

It is a nice model, I think that you'll kick yourself later if you don't force yourself to use a single texture.

Ohh, Deep Exploration, just the demo is fine, but that makes an awesome texturing aid, quickly save your work in your art package, and Deep will notice the file change and update the display, so while editing in an art package you can save, then instantly see your mesh with the new texture already on - it's a shame I don't have 2 displays, or that would be an ideal way to texture. It does'nt bother me so much to not see the model all the time while UV mapping, because most of the work tends to be in drawing the texture anyway, like I'm guessing to get a good texture on that sword you'll spend maybe 4 or 5 times as long as it took to model it. Don't be put off in any way, once you get used to how UV mapping pans out, it's actually reasonably ok fun, depending on what hell you've already experienced that day of course.


Van-B

Put away, those fiery biscuits!
Turoid
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Posted: 29th Mar 2006 23:27
Quote: "I use Lithunwrap"


Sorry for the off topic but, can you please tell me where I can find the free version. It seems that the website is changed and that there isn't a free version anymore ?

Or attach it, would be perfect! thanks!


.::Studying game design at the moment::.
Insanity Complex
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Posted: 30th Mar 2006 06:12
All of this was done with Wings 3D internal AutoUV thingy mabobber. This is my first time doing it where I could actually tell what everything was. I'll check out Lithunwrap though.

Insanity Complex
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Posted: 30th Mar 2006 06:35
Quote: "can you please tell me where I can find the free version"


http://unwrap3d.com/downloads.aspx

Turoid
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Posted: 30th Mar 2006 10:29
thanks for the link, but

Quote: "The demo is fully functional (except for saving), works with all third party plugins, includes examples and help documentation"


I downloaded it but this isnt the free version, it is the demo

Thanks anyway!


.::Studying game design at the moment::.
Van B
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Posted: 30th Mar 2006 10:53
I'll upload the version I have tonight - it's nice, there's a penultimate free version that isn't that great, the version I have now is definately still free, but it has better UV tools, and the UV area is square, in the last version it was screen orientated, not ideal for square textures as you loose WYSIWYG.

Bear in mind that game modelling or low poly modelling is very different to most other modelling techniques, and not every package is ideal for low poly. Like it can often be a chore to get your media ready for DBPro, I'm actually writing my own modeller because of my model-prep rigmarole. You'll often find that you need 3 or 4 different programs just to get a model into DBPro. For instance, this is my rigmarole:

1. Make mesh in Rhino3D, a very expensive but lovely modeller.
2. Make a dummy texture in PSP and assign it to my mesh.
3. Export from Rhino to a 3DS file.
4. Load into Lithunwrap for texturing, then when done export the model as 3DS again and save the UV preview bitmap.
5. Load the mesh into 3DS Max for tidying, welding, normal adjustments, and export as 3DS again.
6. Load up Deep Exploration and find the 3DS file, use this as reference when painting your textures.
7. Load the texture back into PSP and add the UV preview bitmap as a lighten layer, for use as a guide - saving the texture without the guide when done.
8. If it's animated, import the model into CharacterFX, rig, animate, then export.
8. Otherwise convert to .X using DBConv.

Probably more money's worth than I should really calculate (might give myself an anurism), but you can see the messing around that's often required. If I knew 3DS Max to any decent degree I could probably cut out a lot of the hassle, but I can't sell my soul to learn that.


Van-B

Put away, those fiery biscuits!
Chris Franklin
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Posted: 30th Mar 2006 12:54
Any tutorials on lithunwrap i can't work out the uvmapping when it's all flat

Insanity Complex
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Posted: 30th Mar 2006 23:10 Edited at: 30th Mar 2006 23:12
I made my first UV Map with Luthunwrap demo, had to screenie it with MGI Photosuite to show it here.

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RUCCUS
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Posted: 31st Mar 2006 05:34 Edited at: 31st Mar 2006 05:34
It looks good so far, as for UV Mapping it in wings, try this:

Do the usual Select All > UV Mapping > Direct, etc.

Once in the mapper, select all of the faces on the front of the sword and colour them one colour. Do the same for the back but with a different colour.

Now Right Click > Continue > Projection Normal or Unfolding (see which is better for you).

Since the sword is pretty much symmetrical on both sides, using this method will result in a front and back map of the sword, a lot easier to understand and texture.

- RUC'

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