Author Topic: 3d models development  (Read 678838 times)

Re: 3d models development
« Reply #360 on: November 25, 2010, 11:09:39 pm »
Damn, that does look good ;D

I can make a small tutorial on how to turn a 'vanilla' texture into something better, it really is easy you just need a good base texture (like metal in this case - google can provide them in any amounts) and some know-how.  Someone interested?

 Yes please make a tutorial I need to learn how to texture better Thanks

Re: 3d models development
« Reply #361 on: November 26, 2010, 08:06:46 am »
Yes please make a tutorial I need to learn how to texture better Thanks
+1
Every 3d modelling/texturing/rigging tutorial will be great addition here.

btw: You guys tried texturing with Zbrush?
http://www.youtube.com/watch?v=1fdLM5G1OHw
Looks way better than editing normal UV map.
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Offline Pozzo

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Re: 3d models development
« Reply #362 on: November 26, 2010, 11:38:39 am »
Quote
The textures are a little dirty, but the mesh is complete.

Is it a Metal MK1 ? Because in my opinion it is too clean to be a metal armor MK2 :/

Offline Crazy

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Re: 3d models development
« Reply #363 on: November 26, 2010, 11:57:16 am »
Is it a Metal MK1 ? Because in my opinion it is too clean to be a metal armor MK2 :/

Well, I think it's why he say texture have to be redone ;p
Anyway, the MKII is clean, it's the MKI which should be dirty
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Offline Graf

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Re: 3d models development
« Reply #364 on: November 26, 2010, 02:47:25 pm »
Well, I think it's why he say texture have to be redone ;p
Anyway, the MKII is clean, it's the MKI which should be dirty

According to this, Gray's Metal Armor is definetely MK2.
« Last Edit: November 26, 2010, 02:50:05 pm by Graf »

Offline Izual

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Re: 3d models development
« Reply #365 on: November 26, 2010, 03:26:49 pm »
The model can be used for both armors, just needs retexturing as Gray said.
My Youtube channel.

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Offline Gray

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Re: 3d models development
« Reply #366 on: November 27, 2010, 08:25:12 am »
The model can be used for both armors, just needs retexturing as Gray said.
Good idea  ;)
http://img573.imageshack.us/g/bodmetalarmordefaultlg.png/
Feel yourself free to edit it.

Offline Izual

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Re: 3d models development
« Reply #367 on: November 27, 2010, 10:49:13 am »
I can edit it but it'll be worse than ever :P Was just replying to this:
Quote
According to this, Gray's Metal Armor is definetely MK2.

Which is not true since your model can fit for both marks.
My Youtube channel.

"Another problem is that we listen to the vocal players, who in many cases are wrong-headed."
- J.E. Sawyer

Offline wezu

  • Flamin' Troll
Re: 3d models development
« Reply #368 on: November 27, 2010, 01:32:03 pm »
I've made this:

into this:



Here's a simple tutorial on how it's made. I'm not gonna write exactly what I did in every step, the point is not to redo what I've done but to understand the technique. No artistic skills are needed but knowing GIMP (or Photoshop)  is important.

1. Preparation.
The first step is to resize all the textures to a size that makes it easier to work with. In this case 512x512 for the torso parts and 256x256 for the addons.Later it can be resized back to half of that, as it is always easer to make an image smaller then making it bigger. No matter what engine is used always stick to power of two when it comes to texture size, so 32x32, 64x64, 128x128, 256x256, 512x512 and so on. If the texture is any other size then in 99% cases it will be scaled up or down by the graphic card driver and that take time and memory.

If you got all your images the right size, put them all on one sheet in one file, you won't have to reproduce all the steps again and again you'll just do it once.

2. Get Good  textures.
For this one you will need two good looking textures - metal and leather. Use whatever you have or google for them.
I found this leather texture:

And these metal textures:


That I've combined into one:


All these textures are seamlessly tilling (or try to be).

3. Mix and match.

Make a new image, in the first layer paste one of those textures (metal for example). Make it so that the texture will fill the whole image, but not stretched but tilling. You can use the bucket fill option for that.
Now add a new layer (transparent) and paste all those textures we want to change that we prepared in step 1.
You should have a two layered image something like this (I've used the eraser on the top layer to show the bottom layer):


Use the eraser tool set to 20-60%, with a soft edged brush, to remove some of the upper layer, so that the lower layer will show. Use less in dark and black places, these are usually details that you want to keep, you can go all the way in places where the colour seams uniform.

Do the same for all metal parts.

Once that is done, merge the layers and repeat it with the leather parts and the leather texture in the exact same way (you might want to change the hue, brightness and contrast of the leather texture).

4. Spectacular highlights.

This is an important stage for metal textures and metal textures only.
If we were using a shader for metallic parts we would have to make a separate texture for that, but we are using all-in-one texture so we have to bake that into our one texture.

Use the texture from stage 1. Turn in into grey-scale (desaturate), play around with brightness/contrast until you get something like this:

I've also deleted (painted black) all the parts that are not metal, we don't what them to shine.

Paste this in a separate layer on top of the texture you made in step 3. In the layer mixer, change this new layers mode into Brighten (in some cases "soft light" or "hard light" might work better).

5.Adding details.

Basically your done, but you can still add some details, this is just a matter of cope-paste-scale.
I've added a belt this way, but unfortunately I had to deform it to fit the Uv's, GIMP is not best at that :(     
Base belt texture:

Scaled and bend to fit:


6. End.

Once it's done, merge all layers, cut it up and save. Put a fork in it, it's done!











 


     
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Offline Pryszczu666

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Re: 3d models development
« Reply #369 on: November 27, 2010, 01:38:57 pm »
Can You show us a model already covered on with this skin ?

Offline wezu

  • Flamin' Troll
Re: 3d models development
« Reply #370 on: November 27, 2010, 01:44:22 pm »
Can You show us a model already covered on with this skin ?

That's up to Gray, I don't have that kind of powers  ;D
Give an idiot a carrot and he'll cut himself.

Offline Pryszczu666

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Re: 3d models development
« Reply #371 on: November 27, 2010, 02:36:29 pm »
I see, than We shall wait for almighty Gray to do His job... Anyway, gr8 skin Wezu ;)

Offline Gray

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Re: 3d models development
« Reply #372 on: November 27, 2010, 04:25:50 pm »

Really good. Some small elements like rivets are almost lost and need some work, but that's what I can do myself.

P.S. Is it able to improve this? It's made by Roleplayer from Russian community, not me.
« Last Edit: November 27, 2010, 04:41:43 pm by Gray »

Offline wezu

  • Flamin' Troll
Re: 3d models development
« Reply #373 on: November 29, 2010, 05:30:01 pm »
P.S. Is it able to improve this? It's made by Roleplayer from Russian community, not me.

That's a hard one, it's suppose to be a advanced polymer or something like that. I've made 7 versions, but I'm not happy with either one.
http://img443.imageshack.us/gal.php?g=image01k0.jpg

I think this one's the best:



Some part are still wrong on these but if you like any one of them I can fix it.
« Last Edit: November 29, 2010, 05:32:37 pm by wezu »
Give an idiot a carrot and he'll cut himself.

Offline Graf

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Re: 3d models development
« Reply #374 on: November 29, 2010, 06:58:32 pm »
That's a hard one, it's suppose to be a advanced polymer or something like that. I've made 7 versions, but I'm not happy with either one.
This one would be well fitting for Combat Armor MK2 if you will make it darker.
Also, that one is fitting Combat Armor MK1/Brotherhood Armor already.
« Last Edit: November 30, 2010, 10:10:21 am by Graf »