Low poly UV mapping done right
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MetalBeast
Joined: 24 Sep 2007, 20:25 Posts: 922 Location: Frankfurt/M, Germany
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Ohhh, Joffa,
I think you need a bit practice about doing UVWmaps for lowpoly models,.
Sorry this looks horrible
Making alternative texture for this UVW mapping seems nearly impossible.
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| 03 Oct 2010, 12:02 |
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karx11erx
D2X-XL Master
Joined: 24 Sep 2007, 21:48 Posts: 7488 Location: Wilferdingen, Germany
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I have taken a closer look at Joffa's UV map.
Viel Spass, MB.
Sorry Joffa. It really looks like a total mess. 
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| 03 Oct 2010, 12:17 |
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-JoFFa-
Joined: 29 Sep 2007, 15:12 Posts: 612
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shure its a "mess" for you. The chunks of textures you can see - were done by computer entirely. I only have optimized a UVW unwrap shapes to use the quad of the texture completely. again a work is not finished and again you judge on unfinished results. I never expected anything else but negative on thaе.  but its quite ok as i do understand what you judge. and agree. But i also assure you - wait for it.
For your information - here's how professional texture looks made for game by professional modelers :
And here a movie of how its done:
http://eat3d.com/importing-unreal-editor-3
feel free to watch and learn.. 
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| 03 Oct 2010, 19:58 |
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MetalBeast
Joined: 24 Sep 2007, 20:25 Posts: 922 Location: Frankfurt/M, Germany
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Dude, nobody judge on anything, we just wrote our opinion about this, what you posted.
So please, do not feel offended again. Keep cool please.
Using computer automatism for making UVWmaps is not the best way.
If you want usable UVW maps, do it yourself, manually.
About the video, there are 2 ways for making UVW-maps, "modder friedly" and proffessional "nobody can do it again" smartass version.
Sure, everybody can choose, which way he want to go
But in open source, modding freindly community, we should handle the things easy and modding friendly. 
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| 03 Oct 2010, 21:32 |
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karx11erx
D2X-XL Master
Joined: 24 Sep 2007, 21:48 Posts: 7488 Location: Wilferdingen, Germany
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Hey Joffa,
it's ok, we're just poking a little fun on you and your reputation. 
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| 03 Oct 2010, 21:52 |
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-JoFFa-
Joined: 29 Sep 2007, 15:12 Posts: 612
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heh..as if i did not get it..  ))
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| 03 Oct 2010, 22:05 |
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-JoFFa-
Joined: 29 Sep 2007, 15:12 Posts: 612
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MetalBeast wrote: Dude, nobody judge on anything, we just wrote our opinion about this, what you posted. So please, do not feel offended again. Keep cool please. Using computer automatism for making UVWmaps is not the best way. If you want usable UVW maps, do it yourself, manually. About the video, there are 2 ways for making UVW-maps, "modder friedly" and proffessional "nobody can do it again" smartass version. Sure, everybody can choose, which way he want to go  But in open source, modding freindly community, we should handle the things easy and modding friendly. 
I would agree with that..There are two ways. Yet work is not done yet:)
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| 03 Oct 2010, 22:06 |
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Sirius
Joined: 25 Sep 2007, 23:29 Posts: 1856 Location: Bellevue, WA
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What exactly would you (not JoFFa in this case, everyone else) prefer for UV maps? That method is pretty standard for modern games (including Descent 3 to some extent). You can split it up across multiple textures without losing detail, but that's about it.
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| 04 Oct 2010, 01:50 |
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MetalBeast
Joined: 24 Sep 2007, 20:25 Posts: 922 Location: Frankfurt/M, Germany
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What I mean is manually unwraping and aranging the model parts on texture template, so they build logical areas, what makes the UVW maps easier to work with.
Sure, you can use "autounwrap" and fighting for days trying to create textures for it.
But even, if this final looks good, it's not modding friendly.
For which UVW maps would you raver create new textures?
for this one ?
or this one ?

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| 04 Oct 2010, 02:03 |
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-JoFFa-
Joined: 29 Sep 2007, 15:12 Posts: 612
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I would ask you to create separate thread for this sudden thread of the subject. Just to keep thread about avenger pure.
As for your point - i totally agree. But - in my ship - texture - is the very important part of the structure. texture gives additional details. I'm also against any modifications of it - but paint jobs. For that there will be given a separate layer. people will be able to change paint jobs of the ship within certain areas but to recreate all hatches and outlets as the y see it - I'm really skeptical about final result of that and therefore I'm against such effort.
I mean that all hatches outlets seams - is unchangeable - but - certain areas painted with other color - that can be changed.
also what you showed - i support that. But not by the reason that its "easier!" to edit for user. I'm going to make such thing by the reason that parts will require mode space in pixels and therefore will have sharper details.
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| 04 Oct 2010, 09:58 |
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Ben K
Joined: 24 Aug 2008, 08:21 Posts: 452 Location: New Zealand
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Hehe, that UE3 model looks like someone just hit the automatic unwrap button and painted the textures directly on the model to avoid dealing with the bitmap.
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| 07 Oct 2010, 11:16 |
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Sirius
Joined: 25 Sep 2007, 23:29 Posts: 1856 Location: Bellevue, WA
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The wasted quarter of the bitmap is amusing, as well.
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| 07 Oct 2010, 12:00 |
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-JoFFa-
Joined: 29 Sep 2007, 15:12 Posts: 612
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 its 3 UVS in one.
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| 07 Oct 2010, 15:45 |
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-JoFFa-
Joined: 29 Sep 2007, 15:12 Posts: 612
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Mb, i wonder - when you wrote about Userf friendly UVs for Wolf - you meant that it should be like you did it? when you applied your textures?
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| 24 Nov 2010, 14:02 |
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MetalBeast
Joined: 24 Sep 2007, 20:25 Posts: 922 Location: Frankfurt/M, Germany
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Yes, what I mean are manually created UVW maps,
where you can easy identify which part of the model is meant for
The UVW-mapping for Wolf is 95% finished. There are only few small things to be corrected.
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| 24 Nov 2010, 14:43 |
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