FOnline Development > 3D Development

3d models development

<< < (81/482) > >>

Vindict:

--- Quote from: runboy93 on December 03, 2010, 03:08:12 pm ---Play then original Fallout games, if you like old graphics.

--- End quote ---

I couldn't think of that myself, thank you. looks like you have a perfect advice for every occasion, runboy93

TheGreenHand:

--- Quote from: wezu on December 03, 2010, 10:36:41 am ---That's WIP for a texture, it should be flatend so that when it's maped (projected) onto a 3d mesh the deformation is minimal and the UV can be simple-eg. cylindrical or planar maping not a full pelt unwrap. Type 'face texture' into google and see for yourself.
Anyway you can't say if a texture is good or not if you won't see it on a model.



--- End quote ---

Even when its projected onto a model, it'll look weird.  It should have a hose on one side of the face and a filter (or whatever it is) on the other side.  Yours has the filter on both sides.

wezu:

--- Quote from: TheGreenHand on December 09, 2010, 06:35:26 am ---Even when its projected onto a model, it'll look weird.  It should have a hose on one side of the face and a filter (or whatever it is) on the other side.  Yours has the filter on both sides.

--- End quote ---
WIP=Work In Progress.
If I was to make the model and UV I'd make it only for one side and just mirrored it to the other. There's no normal mapping so tangent/bi-normal vectors are not important, and you can have virtualy double sized textures this way. Both the filter and the tube would have its own geometry and a seperate UV that would be later merged into one texture. The texture for the mask needs to be projected from the front and the the rest of it wraped around (or the oposite if you want to have the seam on the front). The details like the filter and tubes need to be wraped  aroud by a texture two but at a diferent angle, along its local Z-axis (in z up). But you must know that, since this is basic stuff.

Anyway, keep yer pants on, I'm not doing the mesh, I'm not doing the texture. Maybe I'll help later if someone will ask me to.

Greencell:
@wezu:

good powerarmor texture! But can you make the colour like here:


So it would look like the original sprite, maybe you can change it...

wezu:
I''ll leave that to Gray, Graf and all the other artists involved, I'm sure they can manage it (probably better than I can without seeing it on the model).

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version