12-19-2013, 02:27 PM
I've never done serious modelling but isn't there and option in Blender to "Smart UV Unwrap"? Then you can either import a texture or draw on the UV map and align the vertices or faces correctly?
SHE WANTS THE 3D
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12-19-2013, 02:27 PM
I've never done serious modelling but isn't there and option in Blender to "Smart UV Unwrap"? Then you can either import a texture or draw on the UV map and align the vertices or faces correctly?
12-19-2013, 05:21 PM
Yes, but that doesn't account for [non-90 or 45 degree] angled surfaces. That would be fine if you were hand painting your textures, but if you're doing pixelart textures then the smart unwrap alone will still leave you with stretching and scaling issues since you can (more or less) only work on a grid or at 45 degree angles.
I have no clue what a face being angled has anything to do with UV mapping. If you don't want your texture to be stretching randomly over vertices, you have to make sure that the UV coordinates for the vertices are placed correctly, at the same ratios.
I made this vid a while ago, but towards the end you can see the image being stretched when I move the vertices. The vertex was moved, but it's UV coordinate remained the same. [video=youtube]www.youtube.com/watch?v=4yA688acvaA[/video] I'ma try out Blender with UV mapping real quick to try and see the problem you guys are running into. ----- edit: are you guys talking about this stretching effect? Thanked by: Pik
12-19-2013, 11:34 PM
Look at the bottom video I linked in my last post.
when he's texturing the monkey head, the texture is super stretched and distorted on the ears, among other places. The pixels aren't at 1:1 scale. (in other words, I guess sort of yes...?)
12-20-2013, 02:26 AM
I only know 3ds max, but an easy way to UV unwrap while preventing stretching is to apply a checkerboard pattern(16x16 or 32x32 squares usually work best) and see where squares get deformed/stretched. the squares highlight pretty much any UV error and works very well.
for faces with a single/solid color(ala the eyebrows of the second picture) UVs can be set to a very tiny scale to only take up 1 pixel to save space.
12-20-2013, 08:17 AM
I'll try a quick modelling/texturing to practice this stuff, because i still dont really know texturing that much
if you all have more tips on how to make it, feel free to post them here! (also we need more bold people that actually makes models other than me and some dudes) (I also need some tips on how to make faces! and jackets too, i still can't grasp the 'hanging' thing at all)
12-20-2013, 12:55 PM
ZBrush is supposed to be one of the easiest and best ways to do clothing, from what I've been told
12-21-2013, 05:23 AM
Thanked by: recme
01-26-2014, 05:14 PM
still working on it Thanked by: Kitsu, psychospacecow, Gwen, Vipershark, TheShyGuy, Tellis, Gors, Hiynastrike, Iceman404, Kami, SchAlternate
01-26-2014, 10:23 PM
Well, i'd be happy to offer some tips/advice in blender if anyone should need some help, been using blender since the 2.4 versions (on and off, mostly off), not too shabby in the modeling/texturing/rigging departments.
Some of you guys may know i've been doing the models for Hoeloe's Tohou Kart (slowly, but i'm gettin' better) Those old models weren't nothin' to write home to ma' about, so i've decided to remake them (only Reimu and Marisa were done) First Marisa: Current Marisa (WIP): And a outdated version of Cain, not too long after getting realtime fur looking decent: Thanked by: Kitsu, Phantom Killah, TheShyGuy, Gwen, Tellis, Sevenstitch, psychospacecow, Phaze, Garamonde, Virt, recme, Vipershark, Iceman404
01-27-2014, 06:11 AM
I just hope to be that good the end of this year. I'm going to do some 3D modelling courses soon, but any pointers would be great
Thanked by: recme
02-01-2014, 11:02 PM
(for some reason the render wasn't picking up the inside faces so i took a screenshot, click for full size) This week's assignment in my modeling class: Using only primitives (yes, including the teapot), create a kitchen scene with
SUCKIN AT 3DS MAX YEAAAAAAAAAAAAAAA Thanked by: Kitsu, Gwen, StarSock64
02-02-2014, 12:10 AM
When you render, faces with their normals pointing away from the screen (in this case, the inside faces of the cups) are not drawn. This happens because, in most cases, inside faces are hidden by other faces on the shape.
In Lightwave at least, you can go into surface properties and set a surface to be double-facing, allowing all faces to be drawn regardless of normal direction. In other programs, there's probably some equivalent to that. I'm sure if you ask your professor, they should be able to help you find it. Thanked by: Vipershark
Helping someone with animations, progress so far:
I'm still working on the key frames. I just added a few frames to help visualize the attack. Thanked by: Phantom Killah, recme, Virt, SchAlternate
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