Thanks guys! Texturing is a definite weak point of mine so all your tips are really helpful.
Mark, I'll message you on msn later, cheers!
Thanks guys! Texturing is a definite weak point of mine so all your tips are really helpful.
Mark, I'll message you on msn later, cheers!
This is my first ever 2d texture... From a high poly model baked onto a 2d plane. It just looks a little boring... Where am I going wrong? It's a wallpaper so it wouldn't be really grimy, I can't think of what to add!
[Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/shot1.jpg]
To me, those levels were always a major part of Sonic. They used to scare the hell out of me!
A lot of Sonic levels had these underwater mechanics, such as the Labyrinth Zone, Chemical Plant Zone, Aquatic Ruin (?) Zone... Fun, in a really stressful way!
What Sentura said is true here... Don't be haters just for the sake of it.
I disagree too, it looks better saturated.
Haha that's awesome Vivi, nice work!
Sonic's animation looks absolutely terrible!
What's the Galaxy Editor?
I think it's giving off more of a blue vibe than a brown one..
Ah, that's awesome! Thanks for explaining KFS.
Also, please explain the whole instancing idea from the previous page. I don't understand it, what's going on in that screenshot?
You're right Thrik, you'd've thought they'd've (good old english abbreviations eh?) stepped it up a notch to bring Source into the new generation of editors. They just seem stuck in the past.
But don't get me wrong, I love Source. I worked on Black Mesa for a year or so and made some decent stuff with it, but damn, I've meddled with the UDK since and it seems so much more advanced. Source just seems so archaic now, they really need to make something new.
It's sorta like trying to make an ugly woman beautiful through plastic surgery... No matter how 'pretty' she looks now, underneath she's an ugly motha******. Source just needs to be put down gently and laid to rest. RIP!
Call of Duty: Generic Insult Please
I could list these puppies all day long.
Call Of Duty: Beaten Horse
Haha no worries man.
So you'd just start this again from scratch? I'm trying to find some kind of tutorial about the technique you mentioned, but can't really find anything. Arrrgh! I'm so confused ![]()
Quote from PogoPSo how would you go about unwrapping the cylinder parts on the roof? I imagine they'd take up so much room on the UV map, and I cant exactly fit many cylinders into a UV map. Hmm.tiling segments! You should really start over imo, just model and bake one segment, then make it all circular afterwards. It will save you time, and you'll end up with a better looking more efficiently built asset.
What happened to my post? lol. I didn't put that bit at the end!
So how would you go about unwrapping the cylinder parts on the roof? I imagine they'd take up so much room on the UV map, and I cant exactly fit many cylinders into a UV map. Hmm.
There aren't many loops around that area really anyway, it just looks very dense in the screengrab. But I took out the loops to see what the normal map looks like. Next stage is unwrapping... But should I carry on posting here or make a new thread? I feel bad for posting so much in this thread, but if I made my own thread nobody would comment lol.
Cheers guys. Well I've done it this way for now, I may re-do it though just to try out different workflows.
Here's my current lowpoly.. It's sitting around 4.7k tris, can't really see how to minimize it any further without compromising the silhouette.
[Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/shrine_wip3.jpg]
Quote from Pericolos0for the roof, just model it on a flat plane and bend it in the lowpoly. Actually for a mesh like this I would just model the entire highpoly straight and bend it around afterwards at the lowpoly stage, makes everything alot easier
, and you can then easily make different variations as well (like a bigger version with more segments, a square version etc).anyway pimping my own tutorial again, but this method works very well for making environment assets like that!
Thanks Peri, always good to hear other feedback on workflows.
Out of interest though, could you explain how exactly you would go about modelling this? You said you would model the high poly straight rather than curved, then bend it round... What modifier would you use to bend it all the way round? I tried... Bending it.. But it didn't give the results I wanted.
The way I've been doing it at the moment is using the array tool, but it's not particularly fast.