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My arch thing model something..

  • PhilipK
  • May 15, 2005 at 1:26 PM
  • mikezilla
    • May 15, 2005 at 7:05 PM
    • #21

    um.

    how do I say this nicely...

    that entire structure should fit on one 1024. All your pillars should share the same texture (just rotate them differently if you want.)

    You wasted so much texture space I literally gagged on what I was drinking.

    If I were you I'd start over again and FORCE myself to do it correctly.

    As for having a normal map. That seems a bit suspect. Your diffusion layer (the color layer for you kids at home) has a bunch of shadow detail on it. You beveled and chipped things out. You should kill all the shadows and highlights and let the normal map do its job.

    Makes a pretty render though.

  • PhilipK
    • May 15, 2005 at 7:36 PM
    • #22

    Heh I made an UV that is a bit more appropirate at least.

    I could still have fitted a lot more objects in it, but this is more of what I would have done if I made the model again.

    [Blocked Image: http://blaz.csbanana.com/packed.jpg]

    Also the normal map was only really for the little textured details in the arch thing.. those that should look like they stick out a bit.

  • mikezilla
    • May 15, 2005 at 7:46 PM
    • #23

    cut out a few segments of the arch (like 3) and just repeat that around the arch

  • ReNo
    • May 15, 2005 at 10:29 PM
    • #24

    As mike said, using so many textures for a single mesh is hugely inefficient. You really wanna try and keep it to a single texture per mesh, as this way the graphics card can cruise through all those triangles in a single batch as opposed to stopping and starting at each mesh sub section because it needs to switch materials.

  • PhilipK
    • May 15, 2005 at 11:06 PM
    • #25

    yeah i know i just wasnt good enough on uving at all when i started this model and thats why i made like this if it would be for usage in a game id have to do major changes to the model itself too so.

    But Ive learnt a lot til next model

  • kleinluka
    • May 15, 2005 at 11:35 PM
    • #26

    Might wanna start making models that are actually useable in games. Otherwise whats the point?

  • PhilipK
    • May 15, 2005 at 11:40 PM
    • #27

    my main priority now is to learn the program well. when i do that i can start thinking about poly limits, correct uvwing etc.

    because as i said im still a real n00b on max :\

  • Nazul
    • May 15, 2005 at 11:52 PM
    • #28

    yeah ,you're a real noob ,as we all can see..

  • rockdude86
    • May 15, 2005 at 11:55 PM
    • #29

    just a thought for the arch texture pic you posted (dont know if this would really be better im f*cking noob at these things) but i think you might want to make the texture just a straight one instead of that arch like and just uvw it per section of the arch (dont really know how to say that hope you understand) it would look kinda messy inbetween but that would only be seen from far away i believe so that wont really be seen. this way your texture would be really smaller so atleast that would be better

  • Zacker
    • May 16, 2005 at 10:53 AM
    • #30

    Looks very good Phillip!

    Quote

    yeah ,you're a real noob ,as we all can see.. Confused

  • Crackerjack
    • May 17, 2005 at 3:55 AM
    • #31

    very cool

  • st0lve
    • May 17, 2005 at 7:51 AM
    • #32

    Phil, here a few short VTMs with 2 great techniques for making UV maps:

    http://%7boption%7d

    http://%7boption%7d

    They should help you

    Good luck.

  • RA7
    • May 17, 2005 at 5:39 PM
    • #33

    I liek yer curves....

  • PhilipK
    • May 17, 2005 at 7:07 PM
    • #34

    thx stolve ill check em out.

    improving my uv skills every day now

    still a long way to go heh.

    UVed this simple trashcan yesterday just to practise some stitching etc and I think it's quite well packed now actually. If I'd want unique sides on the trashcan tho I'd have to do it another way obviously. But for this I didn't need that. As you can see I didn't put my soul down making the texture

    [Blocked Image: http://blaz.csbanana.com/trashcan.jpg]

    [Blocked Image: http://blaz.csbanana.com/trashcan_tex_0.jpg]

    [Blocked Image: http://blaz.csbanana.com/trashcan_tex_1.jpg]

  • Phlek
    • May 17, 2005 at 9:47 PM
    • #35

    Awesome......again.

  • von*ferret
    • May 18, 2005 at 7:55 AM
    • #36

    I think you should put the scratches on the normal map rather than the diffuse map. Lighting will be more realistic I think.

  • Taylor Swift
    • May 18, 2005 at 10:35 AM
    • #37

    lol Philip, do you gonna make a town or what?

    erm that garbage can looks realistic. haha yea

  • PhilipK
    • May 18, 2005 at 11:26 AM
    • #38

    yeah its not gonna use a normal map so i will put the scratches on the textures now

  • st0lve
    • May 18, 2005 at 12:40 PM
    • #39

    Need more wear and tear, since its to clean atm.

    Like this: http://%7Boption%7D[Blocked Image: http://www.poopinmymouth.com/process/tips/dirt.jpg]

    But the UV map looks pretty nice (just hook off 'mark overlaps' (I just don't like them))...

    Render is 100% self illuminated right?

  • Nazul
    • May 22, 2005 at 10:46 PM
    • #40

    can I get the sites you learned this from ( If your using 3ds max that is and if you tell me how to make a useable model of it ( since daan0 couldn't ))

    btw when my eye saw that trashcan i thought i saw a look-out tower i blinked and thought , hey , maybe it's a trashcan too different textures imo . but I still wub you either way

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