Jump to content

The random model thread!

Recommended Posts


This is a tutorial I used to learn basic UV-mapping stuff: http://www.republicofcode.com/tutorials ... w_mapping/

It's really handy and free, teaching basics of few different tactics.


Also, here's my first "proper model" I've textured too:


And texture for it: http://i260.photobucket.com/albums/ii5/ ... iffuse.jpg

Share this post

Link to post
Share on other sites

Thank you SotaPoika! I´ll check it out! :elrey:


I got it working, sort of :) I´l give it another shot later haha.


:edit 2:

Figured i probably screwed something up on my previous model so i tried with a simple cylinder:


The textures are not mine, stole them from google image search. Thanks alot for the tut!

Share this post

Link to post
Share on other sites

can anyone point me into the right direction for where i can learn about normal and specular maps? I was thinking that there should be a tutorials part where ppl can post different links to great tutorials, yes? no?

Share this post

Link to post
Share on other sites

Generating normal maps from a texture using the nvidia plugin, crazy bump, etc is very different from baking your normals using geometry. If you can, making tileable textures out of actual geometry and baking it will always give you better results than something like crazy bump.

Crazy bump and the like are good for generating some extra, small surface detail normals to overlay on top of your baked normals. As long as you're not in a time crunch and have the capability to bake your geo, there's not a whole lot of reasons to go with generic normal generation as your primary normals.

(be sure to watch the other parts as well)


and of course, PhilipK's stuff:

http://www.philipk.net/tutorials/materi ... rials.html

Share this post

Link to post
Share on other sites

@tisky good way to go dude keep on :)

@knj Coooool dude :]]]

For your readability problem, it's definitely your nuances & colors you should check out, take a screenshot of your model, make it small on your screen, get it black & white and check if it's still readable !Then try to use complementary colors to accentuate your contrasts like for exemple, green and red are complementary, they work well together, and create a "contrast" between colors that you can use to separate elements! green for the brightest nuances, and red for the darkest nuances for example; yellow and purple here

Do not do it like i did; it's not very cool, it's just to make a point :x



But yeah, try to make those lines pop out; they are what makes the geometry of your model readable


Share this post

Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Create New...