Author Topic: 3D) Monster: 15 Eyes Model (Game-Ready)  (Read 4341 times)

WiseKran

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« Reply #15 on: October 04, 2004, 09:40:03 pm »
Quote
Originally posted by Dameon

you know what? I think i\'ll wait till I get 3ds. I\'m trying to use bodypaint but its just not working out.


is bodypaint free?

if so, where can i get it? i looked and looked... but to no avail


do you guys know of any other progs for making 3d textures for your models easily?

Farewell Moogie, Farewell Draklar, Farewell Drey. you will be missed.

Dameon

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« Reply #16 on: October 04, 2004, 09:58:22 pm »
No, body paint isn\'t free. Its not that easy to use either. Your better off doing it the ol fashion way.

A good program (free) for 3d modeling is Wings3d Or Blender. Not sure about the URLs though.

WiseKran

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« Reply #17 on: October 04, 2004, 10:10:40 pm »
no no no   i have blender and i am pretty good at making 3d models,

i have made some cars, an orc model for another game, and some faces.   but i need a prog for texturing.

i just dont uderstand how to make a texture that will fit your model properly.  i am fairly good at 2d art as well. but i dont understand texture mapping, and how the image is applied.. so i dont know how i shuold make the image in order for it to fit properly


excuse the spelling mistakes :P  i have to go, and i did this in about 10 seconds.... butterfingers

Farewell Moogie, Farewell Draklar, Farewell Drey. you will be missed.

Dameon

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« Reply #18 on: October 04, 2004, 10:14:13 pm »
Well, Bodypaint is the only one I know of... and its not that great. It does a horrible job making / using a UV map. Maybe its just because I am teaching myself how to use it.

WiseKran

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« Reply #19 on: October 04, 2004, 10:23:01 pm »
i desperatly need some1 to teach me, what a UV map is, and how to use it.

or point me to a place with a program for such things

or point me to a tutorial for learning about UV maps, considering i am 100% clueless
(edit) lol, i just realized that this is the only forum on earth that will help you with an endless amount of things without barking at you and telling you to leave :)

Edit 2) I have found a simple UV map tut       but it explains how to use a UV map to texture a cube with faces and stuff, this still doesn\'t tell me how to make succesful textures for... say.... a Human face with thousands of polygons, or a car, or odd shaped objects.


anyone know anything?
« Last Edit: October 04, 2004, 10:33:20 pm by WiseKran »

Farewell Moogie, Farewell Draklar, Farewell Drey. you will be missed.

Dameon

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« Reply #20 on: October 05, 2004, 04:12:43 am »
1) Try going to google and type in 3d Studio Max UV maps.

2) Gamasutra.com

3) GameDev.com


Zeraph:
Would you be able to save those files as .3ds and zip them for download for me? Bodypaint works with .3ds files, but not .max files.


Whoops... Nvm. I just read the rest of your first post :P
« Last Edit: October 05, 2004, 04:35:00 am by Dameon »

ArcaneFalcon

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« Reply #21 on: October 05, 2004, 08:19:47 am »
The uv map is simply the coordinates that tell the renderer which part of a 2d image to put where on the 3d model.  Most programs will need to have their own uvmap tutorial because each one works a bit different.  Most, however, will simply take your model and unwrap all the polys onto a flat plane.  You can then take this plane, assign a 2d image to it, and the renderer will take the polys (and their associated colors from the 2d image) and put it back in the form of a skinned model.  If you are using Max 5/6 this  and this  are both good tutorials.  Even if you don\'t use max 5/6 I\'d recommend taking a look at those 2 tutorials anyway.  They\'ll at least explain the idea behind it better than I can

*Edit:  Here  is a texturing tutorial for blender.  Note, the type is black on black, so highlight it all, then copy/paste to a word document.  And yeah, like Daemon said, next time just google it.  That\'s all I did :P
« Last Edit: October 05, 2004, 08:25:20 am by ArcaneFalcon »

Zeraph

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Texture Update:
« Reply #22 on: October 05, 2004, 05:46:35 pm »
Thanks to ArcaneFalcon for making it\'s texture better:



I\'m updating the zip in first post to include the updated texture....

If you just want the updated texture then here it is: http://www.geocities.com/zeraphsmirror1/?Eye.jpg
« Last Edit: October 05, 2004, 05:52:11 pm by Zeraph »

CB Characters: Zeph Waterfox & Zeraph Waterfox MB: Zph

ArcaneFalcon

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« Reply #23 on: October 05, 2004, 11:01:57 pm »
Yeah, I still wasn\'t happy, so I redid it a little.

Render: eye1_bl.jpg



*looks at his texture thumbnail and realizes it looks like a slice of watermellon

eye4.jpg - 301kb - http://www.freepgs.com/falcon/psimages/eye4.jpg

:emerald:

edit: I took the picture off because it didn\'t look as good as the updated one, and this page already had enough pictures on it :P  if you still want to see it you can click the link I put in its place.
« Last Edit: October 07, 2004, 09:38:52 pm by ArcaneFalcon »

Dameon

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« Reply #24 on: October 06, 2004, 02:10:18 am »
Um sorry one more comment to make the iris look more realistic (Since I can\'t do it myself)... (If your using photoshop that is).

1. Select the Iris area on Eye.jpg
2. Create a New Layer (Cntl+Shft+N)
3. Type D (To set colors to default)
4. Filter > Render > Clouds
5. Filter > Pixelate > Mezzotint (Leave the settings the way they are)
6. Filter > Blur > Motion Blur...
---- Angle 90
---- Distance 25
7. Image > Adjustment > Hue and Saturation...
---- Make sure color is checked
---- adjust sliders till you get the desired color.

(Note: Some tweaking will be needed to make it seamless)

*Edit*

I just checked out the new texure... your gonna need to do that process several times for each angle. Sorry :P
« Last Edit: October 06, 2004, 02:12:25 am by Dameon »

ArcaneFalcon

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« Reply #25 on: October 06, 2004, 04:27:43 am »
Throw a polar coordinates (rectangular->polar) and you don\'t need to do it at all the angles.  It looks ok I think.  I\'m gonna do some more tweaks and post the results.

*Edit:
Render: eye2_bl.jpg


eye5.jpg - 310kb - http://www.freepgs.com/falcon/psimages/eye5.jpg
« Last Edit: October 06, 2004, 06:05:57 am by ArcaneFalcon »

Dameon

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« Reply #26 on: October 06, 2004, 05:35:27 am »
Oh well. I would have been able to do something if I had the proper tools. I was trying to do something like this (yup, I made this one in bout 5 mins :P ) on a 3D model... but no go:


Seytra

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« Reply #27 on: October 07, 2004, 12:57:19 am »
Quote
Originally posted by Zeraph
Attack: I was originally going to make all the eyes shoot lazars but I think getting pelted with eyes is better.

They\'d have a hard time doing that, as it would hurt them more than their victim. :P But it\'ll certainly feel funny. :)

And if not... BASEBALL TIME!!!! :D

As a side order, erm, note, they seem to make good replacements for olives in drinks and as snacks... yummy!
« Last Edit: October 07, 2004, 01:01:41 am by Seytra »

WiseKran

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« Reply #28 on: October 07, 2004, 03:01:04 am »
i still think the eyes are a bit square, perhaps a few more polygons.. lol  

but that could be bad.... i suppose to be poly-conservitive is always better..



PS thanks for the tut, i think it may be usefull

Farewell Moogie, Farewell Draklar, Farewell Drey. you will be missed.

Dameon

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« Reply #29 on: October 07, 2004, 04:04:50 am »
IF you are making a 2D eye (like mine) you would use instead of the motion blur:

Filter > Blur > Radial Blur
- Set blur amount to 40
- Set quality to best
- set mode to Zoom