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abrams model almost done - texture problem :>

  • mjens
  • January 18, 2007 at 10:05 AM
  • mjens
    • January 18, 2007 at 10:05 AM
    • #1

    I almost finished my model - a bit too high poly but its very detailed.

    [Blocked Image: http://zdolnyslask.org/mc/2.jpg]

    [Blocked Image: http://zdolnyslask.org/mc/3.jpg]

    I have no idea how to texture it? any ideas? each part separately?

  • Rick_D
    • January 18, 2007 at 11:53 AM
    • #2

    Not too sure what you mean, how much do you know about uv mapping and texture sheets?

  • mjens
    • January 18, 2007 at 2:35 PM
    • #3
    Quote from Rick_D

    Not too sure what you mean, how much do you know about uv mapping and texture sheets?

    nothing I was watching for tutorials but most of them are for one small mesh. I have most of the parts saparate so I think I should make texutre for each part and put it on model. I used "Render to texture" method and then make texture in Photoshop. Is it good?

  • Rick_D
    • January 18, 2007 at 2:53 PM
    • #4

    there's some good tut's here:

    http://www.iwannamap.com/tutorial.php?type=model

    I would suggest unwrapping by hand if the render to texture makes some ugly stretching, are you using maya or max? Or something else?

    If you are doing this for a game I would suggest trying to put half the tank on one texture sheet (1024x1024 pixels would be good) and the other half on another texture sheet; this way you won't be forcing the player to load a shitload of textures, only two.

    #mapcore on irc.gamesurge.net if you need any more help.

  • D3ads
    • January 18, 2007 at 6:58 PM
    • #5

    Good stuff

  • hessi
    • January 18, 2007 at 8:09 PM
    • #6

    my advice: if you want good/high fps ingame it does matter how many materials/shaders you apply on your meshes. best results are always: keep everything in one big texture. applying a second or even a third material will result in much slower rendering because the model has to be rendered kind of three times. there is some intial setup while rendering for each material. thats what costs a lot of rendering time. to save this you should make a single uv map. this might take a lot of time but you can do it!

    best workflow might be unwrapping all the parts and then correct scaling and move them into your uv range. thats how i do often. that's how i unwrapped a lot of highres meshes (>15.000 polies).

    if you need any more help feel free to ask.

  • requiem2d
    • January 19, 2007 at 6:36 AM
    • #7

    Nice model, look forward to the texture

  • mjens
    • January 19, 2007 at 8:09 AM
    • #8

    thanks for advices! This model is only for portfolio but I will try to do as you said becose maybe I will make models for games in future...

    Thanks again!

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