PlaneShift
Fan Area => Fan Art => Topic started by: Tuathanach on November 29, 2010, 11:01:46 am
-
Can any tell me how to or point me to a guide on how to texture in 3dsmax. I made a lemur model and have tried unsuccessfully to texture it. I would love come time to be able to submit some models into the game but have very little experience or knowledge of 3d modeling but am willing to give it a go.
-
lmgtfy (http://lmgtfy.com/?q=texture+3dsmax+tutorial)
:P
-
He, Minks - be nice to the University Presidior. ;)
Tua - I am afraid that modelling and texturing is just half the requirement for an in-game character mesh. For a "lifeless" item it might be just enough... but to add animations, character models will also need a skeleton. And to be used in game, the threshold for quality is rather high - experts expected. But feel free to chat in IRC channels related to PlaneShift and contributions. Some may prefer Blender, but the task of modelling is similarly complex in any tool.
-
:whistling:
(I even failed at texturing a slice of bread in blender...)
-
He, Minks - be nice to the University Presidior. ;)
Tua - I am afraid that modelling and texturing is just half the requirement for an in-game character mesh. For a "lifeless" item it might be just enough... but to add animations, character models will also need a skeleton. And to be used in game, the threshold for quality is rather high - experts expected. But feel free to chat in IRC channels related to PlaneShift and contributions. Some may prefer Blender, but the task of modelling is similarly complex in any tool.
I know there is a lot more needed for a character model, but i would be happy to do things like alpha, beta, delta and dull blades. I just was playing with charcter models to try understand how it all works. i know it seems a bit like reverse logic starting with more complex things but i like a challenge :D.
:whistling:
(I even failed at texturing a slice of bread in blender...)
I tried blender sevral times and failed
-
For Blender, we have at least a guide. It contains bananas...
Simple Modeling School (http://www.hydlaaplaza.com/smf/index.php?topic=26870.0)
-
I wonder where you guys get the money from to buy a 3DS Max license. It seems this program is insane expensive. Are you using student licenses or did you just pirate it? I looked into 3DS Max and I like it a lot, but it felt kind of wrong creating PlaneShift models with a pirated copy. Do they even accept such submissions? What is the official policy here?
For Blender, we have at least a guide. It contains bananas...
Simple Modeling School (http://www.hydlaaplaza.com/smf/index.php?topic=26870.0)
Blender has excellent tutorials on their web page, though Blender is kind of a hard to use if you are used to 3ds.
http://www.blender.org/education-help/tutorials/
BlenderNation as well:
http://www.blendernation.com/category/education/tutorials/
-
I believe like most forums: "in dubio pro reo" - if you don't confess you pirated it, let's assume you can use a licensed copy. Our mods and devs can't check your license anyway, and have no reason to even try. They are neither lawyers nor police. Data is data. Create it your way. And don't spread doubts. Your home is your castle - as long as you keep the draw bridge closed.
-
Texturing in 3DSMax and Maya isn't difficult but has quite the learning curve, if you're texturing a simple thing all you need to do is pick a texture and use one of the default projections(plane,cube,etc), advanced texturing demands the creation of wraps.
:whistling:
(I even failed at texturing a slice of bread in blender...)
Heh, I find Blender completely unfathomable.
Funny thing... I almost NEVER do any texturing in Maya, I just make things incredibly detailed and use shaders. It takes up a lot of precessing power but it's not too bad, at least it's easy and uses very little memory, and with good LoD you can have as little geometry as possible.
Which reminds me... "tessellation" being used in games these days is retarded, they're doing it BACKWARDS; it should be used for LoD, detailed models simplified at range so you never have more polys than you can see, also GPU culling.
-
I find blender to be a good tool, but I also found It Impossible to texture in it. It's funny because I've already figured out skeletal animation and fancy stuff like that, but can't texture a crate for the world.
-
The key to a good looking texture is a useful UV map with as little distortion as possible, which requires intelligent mesh unwrapping (you might know how many different projections of the earth exist, with more or less regional distortions).
I found that using seams (as splitting recommendations) helps automatic unwrappers in hard cases.