Author Topic: Need advice on textureing  (Read 832 times)

Nerocon

  • Traveller
  • *
  • Posts: 11
    • View Profile
Need advice on textureing
« on: October 14, 2004, 02:31:50 pm »
Hello everyone, Iam just starting out in CG, and this is my first real solo model.

I think it looks pretty good but for the life of me I cannot get my textures to fit where I want them.. I know its my lack of knowlage but I also am haveing a very hard time finding good \"free\" tutorials online for proper texture application.

Iam useing 3dmax 5,  Gimp2, or psp and a few good plugins for 3dsmax like texporter. My question is can anyone point me in a good direction for learning good UVW, or any advice to give me in my quest for knowlage. I plan on contributing to the PS project if and when my models and textures are of good quality.

My model is of a water well that you would probly see around a farm or large homestead, I plan on doing more asthectic (sp) things like fences, sheds, other low detail small buildings, mabey even some mobs like chickens, dogs etc..

any advice is welcome, and I also must say I only planed on playing PS at first untile I started reading the forums and now that I see what a great community this game has produced I just have to be a part and help out where I can.

my well model can be seen here

http://www.mtaonline.net/~calvmorr/storage/well.jpg

Thanks and happy modeling,
Nero

Adeli

  • Hydlaa Notable
  • *
  • Posts: 709
    • View Profile
(No subject)
« Reply #1 on: October 14, 2004, 03:34:53 pm »
Nice well. Hopefully someone like Zeraph or ArcaneFalcon will come along and explain how to UVmap it.
I myself am new to modelling, and I am currently learning to UVmap a sword I just made, and then go on to adjust that simple sword to something more interesting and then teture that too.
If you get stuck, do a google search for 3dsmax5 UVmapping tutorials.
I would help you if I was more proficient, but I\'m not... Sorry.

Keep up the good work.
Welcome to Planeshift.
« Last Edit: October 14, 2004, 03:37:40 pm by Adeli »

I like Red Jelly Beans!

Zeraph

  • Hydlaa Notable
  • *
  • Posts: 658
    • View Profile
Hey that well looks pretty cool!
« Reply #2 on: October 14, 2004, 04:23:30 pm »
I sort of tough myself how to UVMap but there are some very nice tuts in 3DsMax...
go to Help --> Tutorials in 3DsMax & use the Search tab to search for \" UVW \" that will pull up most of the tutorials on this sort of thing. the \"UVW Map Modifier\" tutorial is allot of what you need to know, however the \"Unwrap UVW Modifier\" is very handy after applying a UVW Map if you need to tweak it manually,

You do not have to apply a UVW map to the entire mesh, just select the faces/polygons/element you want it to map & it will only map thous & not the entire mesh. After applying a UVW Map to only selected Faces(etc.) using a Unwrap UVW Modifier you can resize it to make the maps not overlap...

Make sure to check out \"Render to Texture\", I haven\'t tried this yet but it looks like a very nice tool in 3DsMax!

I hope this helps you allot because that well looks nice...
& Welcome to Planeshift!


OT: Adeli, you always post just ahead of my on this sort of thing lol!
« Last Edit: October 14, 2004, 04:23:41 pm by Zeraph »

CB Characters: Zeph Waterfox & Zeraph Waterfox MB: Zph

Stydracos

  • Hydlaa Resident
  • *
  • Posts: 76
    • View Profile
(No subject)
« Reply #3 on: October 14, 2004, 05:21:29 pm »
I\'m self taught so I\'m still learning so far I\'ve worked out a way of texturing a model that I\'m comfortable with... it is slow going though and may not be the best way.
 
I use Unwrap UVW, select a few faces from a desired part of the model then go/click edit.

I right click on the selected coordinates in the new window that pops up (Edit UVWs Window).
A menu will appear and the detach option should be on it... select detach and then drag the coordinates off to the side and select from the top menu, mapping->normal mapping and click on the part of the list that best suits the selected faces.

(so for example is I select the top of a box, I would select something like Mapping->Normal Mapping->top/bottom mapping.)

Then place them where you like in the center area.
Use texporter (love this plugin) save off your map, create a material, bitmap using that saved map image. Apply this material to the model... you should see a multicoloured model at this stage :). Open the file in a paint program (I use photoshop) make a skin and save it off. Switch between the two apps to view your handiwork as you make it.

And by the end of it you should have a skinned model...
Anyway I\'m only self taught so like I said there are probably better ways (or at least faster).

Here is an example I am currently working on....

http://www.koali.com.au/stydracos/Harvester/Harvester.htm

Its skinned using my dodgy process so you can get somewhere with it. I don\'t know any tutorials but I hope I managed to help. By the way the example is still in works and thats an older set of images, the dodgy legs have already been replaced, ( thanks to Manden for pointing that out! :) ).
« Last Edit: October 14, 2004, 05:25:53 pm by Stydracos »

Do not repeat the tactics which have gained you one victory, but let your methods be regulated by the infinite variety of circumstances.
Sun Tzu On The Art Of War

Nerocon

  • Traveller
  • *
  • Posts: 11
    • View Profile
Thanks!
« Reply #4 on: October 14, 2004, 10:35:56 pm »
Wow, thanks everyone.. a few differnt perspectives on UVW was exactly what I needed, that actually cleared up a few of the things I was stuck on. (was useing uvw unwrap, without a uvw mod applied)

Ive been reading alot of tuts but none really squared away what I was trying to learn. With a good bit more practice I think Ill have it on its way to being textured >8) Thanks ALOT for the warm welcome and insightful words just what I needed.


p.s.  Zeraph your work is outstanding(in awe of your Klyros), and Stydracos your harvester looks mean! hehe very good work, cant wait to see an update.

Nero

Nerocon

  • Traveller
  • *
  • Posts: 11
    • View Profile
Finished well
« Reply #5 on: October 17, 2004, 01:46:20 pm »
Welp, here is my (for me) finished Water Well, I probly wont be submitting it for PS, or anything like that since its definitly not good enough. Plus I forgot to add an optimize mod BEFORE uvw maping and after takeing so long to map it in the first place I just cant play with it anymore its makeing my brain hurt.. its in the 900 poly range so it needs work that I dont want to give it lol. Pretty much learned to UVW map on it and I definitly learned ALOT but this (for me) was a really complicated mesh hehe.

Image of renderd well
http://www.mtaonline.net/~calvmorr/storage/wellfinished.jpg

If anyone wants the mesh to texture (I dont have it saved without textures, and UV cords though will have to overwright my mess :p) you can DL it here
http://www.mtaonline.net/~calvmorr/storage/well.zip


Comments? Suggestions? Pointers? all welcome and thanks all for the help, I relize it dosent look THAT bad, specially for my first real from scratch modle :)