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KIIIA

The random model thread!

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Tisky,

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.

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

render_maglite01.jpg

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

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

:edit:

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

barrellfail.png

:edit 2:

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

barreltexture.png

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

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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?

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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)

http://eat3d.com/free/zbrush_tile

and of course, PhilipK's stuff:

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

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@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

pillarknj.jpg

edit:

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

knjlines.jpg

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