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3 Dimensional Chat / can a blender head please texture this for me?

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Big Man
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Posted: 8th Aug 2006 21:37
hey

Im taking my first few steps as a modeller (primarily a programmer) and I made this to use in a game so it needs to be texured right.

My 2d graphics suck big time so i was wondering if one of you guys could texture or uv map(whichever is best) this for me please. it would be a great help to get me on the road properly into being a modeller.

Thanks for your time

BM

Our aim is to keep the loo's clean, your aim can help.

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Big Man
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Posted: 8th Aug 2006 21:40
a pic for anyone whos interested

its just the basic model with some lighting (hasnt been textures obviously)

cheers

BM

Our aim is to keep the loo's clean, your aim can help.

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Big Man
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Posted: 8th Aug 2006 23:57
or if you dont want to do that could you send me in the ways of a really good tut that will help me uv map so that i can texture my own models please.

Cheers

BM

Our aim is to keep the loo's clean, your aim can help.
RUCCUS
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Posted: 9th Aug 2006 04:38
If you put up a 3DS file I might have a go at it, I have blender and tried exporting it as 3Ds through that but it came out all corrupted, never used blender before so meh.


Projects: Online CTF Game | Newcommer's Guide to FPS's
Oddmind
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Posted: 9th Aug 2006 06:09
uhm what do you want it to look like? There is a million possibilities...

formerly KrazyJimmy

Prayers for rain...
greenlig
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Posted: 9th Aug 2006 06:57
yeah i was just thinking that. What do you want it to look like mate?

I really suggest you do the UVMapping tutorial for blender. Well worth it.

Regards,
greenlig

Blender3D - GIMP - WINXP - DBPro
Big Man
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Posted: 9th Aug 2006 12:49 Edited at: 9th Aug 2006 13:09
@Ruccus Ok a 3ds file is attached.

I was kinda thinking a cartoony style for it.

Maybe some red dungarees like the ones cliched farmers and hillbillies wear. The skin colour i think should be green and slightly scally and the shoes can be whatever you think looks good.

P.s I am currently studying a uv mapping tut so any other models i can have a go at myself.

One more thing: How do you split blenders main window into several different windows. Because I want to open the uv face select window next to the main window but i cant.

Cheers

BM

Our aim is to keep the loo's clean, your aim can help.

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RUCCUS
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Posted: 9th Aug 2006 18:31
Thats corrupt as well... My Deep Exploration, 3DS Max and Wings 3D cant recognize the file. Even after trying a repair through DE.


Projects: Online CTF Game | Newcommer's Guide to FPS's
Big Man
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Posted: 9th Aug 2006 18:33
Oh poo hold on can I will have a look and see what I can do.

Will a .x version be better?

Cheers

BM

Our aim is to keep the loo's clean, your aim can help.
Big Man
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Posted: 9th Aug 2006 18:42
ok that didnt work.

Can you open the blender file?

If so you could just atleast provide me with the texture to wrap around it and i can try to uv map it.

You see my 2d art work blows big time.

Cheers

BM

Our aim is to keep the loo's clean, your aim can help.
Seppuku Arts
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Posted: 9th Aug 2006 18:46
Try a .obj, thats probaly the most universal 3D modeller file format out there, except textures don't load unless the importers and exporters allow for it too, so you'd have to apply the materials yourself with that format.

Big Man
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Posted: 9th Aug 2006 18:55
ok as suggested by Musashi Here is the .obj format.

If this doesnt work then we'll just give up.

thank you for your time Ruccus.

BM

Our aim is to keep the loo's clean, your aim can help.

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RUCCUS
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Posted: 10th Aug 2006 01:14 Edited at: 10th Aug 2006 02:45
Doin it now, will be done in 5.

<EDIT>

K finished. Sorry it took longer than I said, had to go out for dinner. Its kind of a sloppy job but it works, theres 2 UV maps, 1 for the eyes and 1 for the rest of the character. Included is a rar file containing the UV maps, mock-up textures and models.

P.S: That model is way too hi-poly for what it needs to be, the eyes alone could be a quarter of the polys they have.

Sorry if it isnt a good job Ive only got about half an hour before I go out again and I want to spend that time working on my own project, maybe someone else will do a better one.

- RUC'


Projects: Online CTF Game | Newcommer's Guide to FPS's

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Big Man
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Posted: 10th Aug 2006 10:59
no no i really appreciate your time Ruc.

Thanks loads for this.

Do you know any poly reducing tips for blender or where i can find a tut.

Cheers loads

BM

Our aim is to keep the loo's clean, your aim can help.

3.0ghz pentium dual core processor, 2gb ds ram, 250gb HD
RUCCUS
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Posted: 10th Aug 2006 12:40
Well for one, dont use such hi-poly spheres for the eyes, use a sphere with the same if not less amount of polies as the torso sphere in there. I personally never smooth my objects unless theyre extremely low poly, instead cut/connect/bevel the verts/edges yourself to get more control over how it looks in the end. Theres not much tutorials for "low polying" because its something you learn on your own, but generally I try to make the first version of any player models to be about 500-1000 polygons. Then Ill go in and add the larger details, bump it up to 1500, and then if need-be smaller details. Lastly Ill check all the verts to see that they line up good and arent overlapping/inverted or whatnot, perform a cleanup and proceed to UV mapping. Its different for everyone.

Glad the model worked out for ya,
- RUC'


Projects: Online CTF Game | Newcommer's Guide to FPS's
Big Man
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Posted: 10th Aug 2006 19:04
can i ask how you went about making that texture for it so that it was the right size and shape.

Cheers

BM

Our aim is to keep the loo's clean, your aim can help.

3.0ghz pentium dual core processor, 2gb ds ram, 250gb HD
RUCCUS
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Posted: 10th Aug 2006 22:46
:S you dont seem to understand the concept of texturing. You dont just draw a texture and expect it to fit on the modle properly, you need to UV map it first. When you UV map an object, it generates a 2D mesh picture that you paint over with what you like. When this iamge is textured onto the object, the compiler goes through each pixel in the uv data on the object, and matches it up with a pixel from the image your using to texture.

Unless by size and shape you mean how I got it to look like the actual model, where everything was in proprotion, in which case that depends on what mapping techniques you use for each face. As I said I did this quickly so I selected all of the faces on the front of the object and applied a Planar map to them, and did the same to the faces on the back. I use 3DS Max so its a little better at getting the proportions right. You'll get it after a few tutorials.


Projects: Online CTF Game | Newcommer's Guide to FPS's
Big Man
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Posted: 10th Aug 2006 23:06
ahhh i get it now thanks.

I found a tut aswell

BM

Our aim is to keep the loo's clean, your aim can help.

3.0ghz pentium dual core processor, 2gb ds ram, 250gb HD

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