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3 Dimensional Chat / Couple of questions

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dab
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Location: Your Temp Folder!
Posted: 22nd Oct 2006 08:19 Edited at: 22nd Oct 2006 08:51
OK, I'm making my FIRST human model (or any model for that fact). Now, I don't want it to be perfect, but I want it to look good enough for people to go, that looks cool. So, I finally finished it (in wings 3d), and now I'm on to UV mapping, and what not. Well, I plan on having a UV map per person I want to have, but I'm not sure what to use for a UV method, Box, planer, spherical, or cylindrical (those are the only ones I see in LithUnwrap). I've looked at all of them, but none of them seem to do the job for my model. If you need to look at my model, here it is in 3ds form below.

My second question is, how would I create a bump map for my model? I'm a little unsure on how I would do this. Especially with DBP. Anyway, I wanted to make my shirts, and hair to stand up a little. Just so, I didn't have to model hair and what-not.

My 3rd question is, how do I animate? I now to use an animator, but I'm not sure which one will do the job correctly for dbp. Of course this question isn't as important since I will look at the stickies for different Programs to try out, but help is still appreciated.


Edit: Forgot To Upload Model:
(Also Added Image)


Uhh. I'm too lazy to fill this in right now. When I get the nvidia game further into working, I'll add a post to it.

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indi
22
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 22nd Oct 2006 08:28
Quote: " I'm not sure what to use for a UV method, Box, planer, spherical, or cylindrical (those are the only ones I see in LithUnwrap). I've looked at all of them, but none of them seem to do the job for my model. If you need to look at my model, here it is in 3ds form below. "


All of them, depending on the area at hand, eg: the arm could be a cylinder where as the head would be better suited for a spherical approach.

Its better to have groups of polys within your model when your uv mapping to get the correct shapes for the intended map feature used.

here is an in depth reference that might help by psionic
http://www.psionic.pwp.blueyonder.co.uk/tutorials/lowpoly/zuvm.html
http://www.psionic.pwp.blueyonder.co.uk/tutorials/lowpoly/zskin.html

Zergei
19
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Location: Everywhere
Posted: 22nd Oct 2006 17:26
Also, take a look at http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp
even thought it's high poly, some tips and tricks are also aplied to low poly modeling, and of course there are other stuff that teaches you wich are escentially needed in both.

Further on my stuff at...
dab
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Location: Your Temp Folder!
Posted: 22nd Oct 2006 22:05
Alright guys. Thanks for the links. Very helpful. So, I found out how make UV maps in Wings. But the problem is I have a uv (bmp file) for each part, leg, arm, head, and body. So, how would I get it to be in 1 bmp file? Obviously, I don't have any fancy $500 program, or a cheap $20 program (milkshape of course, and I've already used my trial version. ) So... Yah, and what would I do with bump mapping? Still al little bit in the dark with that one.

Uhh. I'm too lazy to fill this in right now. When I get the nvidia game further into working, I'll add a post to it.
Seppuku Arts
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Location: Cambridgeshire, England
Posted: 22nd Oct 2006 22:56
Give me a few days and I'll have a character modelling tutorial, with uvmapping and texturing thrown in

dab
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Posted: 22nd Oct 2006 23:07
Sweet, Will Do.

Uhh. I'm too lazy to fill this in right now. When I get the nvidia game further into working, I'll add a post to it.
indi
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Location: Earth, Brisbane, Australia
Posted: 23rd Oct 2006 04:24 Edited at: 23rd Oct 2006 04:25
Dont forget thats a bonus for some models.

imagine a spell book where you have isolated the pages to a unique texture.
you could effectivley flip the texture in that part of the model.

I found some information about wings merging bitmaps

Quote: "
-wings only. "Combine" to make one object, do any of the possible ways of uv mapping with Autouv. One way can be select one face, hit + to grow selection, unwrap those faces, and then position the uv mapped faces to go organizing the texture space. Now do th eprocces with other faces and so on.
"

Quote: "-wings, export as 3ds or obj, open in ultimate unwrap, apply a, for example, rulling lines or box uvmapping, the move the resulting uv chunks to be eficiently distributed in the texture space. create a new material(set a texture at bitmap slot), then select all UVs, asign material to them. "


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dab
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Joined: 22nd Sep 2004
Location: Your Temp Folder!
Posted: 23rd Oct 2006 09:47
Quote: "imagine a spell book where you have isolated the pages to a unique texture.
you could effectivley flip the texture in that part of the model."


That is a plus to that. That's actually a good idea.... Well, since I will only have 2 people on screen at a time,6 256x256 bmps hopefully won't hurt anything (along with a 64x64 bump map and others).

Quote: "[quote]-wings only. "Combine" to make one object, do any of the possible ways of uv mapping with Autouv. One way can be select one face, hit + to grow selection, unwrap those faces, and then position the uv mapped faces to go organizing the texture space. Now do th eprocces with other faces and so on.
"
Quote: "-wings, export as 3ds or obj, open in ultimate unwrap, apply a, for example, rulling lines or box uvmapping, the move the resulting uv chunks to be eficiently distributed in the texture space. create a new material(set a texture at bitmap slot), then select all UVs, asign material to them."
[/quote]

Interesting... I'll still have to try that too. I'll post my results later (tomorrow or something).

Uhh. I'm too lazy to fill this in right now. When I get the nvidia game further into working, I'll add a post to it.
dab
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Posted: 26th Oct 2006 06:56
Aha. I figured out how to do that in Wings. Thanks very much indi! Now, I just need to figure out how to make a bump map, and I'll be good to go. (That and animation. I'm still having a hard time finding an animation program. DBP supports bones right?)

Uhh. I'm too lazy to fill this in right now. When I get the nvidia game further into working, I'll add a post to it.

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