sorry for being away so long.
a windows update that i did messed up my internet and i no way to access the site. I had to start fresh on my computer.
the good news is that all my files were backed up (including the textures) and i can now play allegiance. I'm going to get back to working on the texture this weekend.
I'm going to need help with all of the tectures so I'll post the templates that i made later on today.
EDIT: here's the templates and the UV mapped models:
[url=http://Stealth%20fighter]http://www.box.net/shared/l40vqw4ooc[/url]
Giga pistol
and my stealth fighter texture so far:
and my pistol texture so far:
Textured objects
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karate5662
- Posts: 25
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- Contact:
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finnbryant
- Posts: 360
- Joined: Sat Feb 17, 2007 11:18 am
- Location: England
im not too certain about those uv maps, the gun has a weird line near the bottom and there is both wasted spase and nasty blur on the ship.
if you look at the ships uv map, look how many pixels you have for the edges of those rounded cones, in some cases you have a face with a single line of pixels, that means that face cannot have any detail. Also, the ship is symetrical, you should be able to double the quality by mirroring it.
that said, the gun is uv mapped relatively well, though some improvements could be made.
i wouldn't mind having a go at the uvs, i have done it before, but a long time ago...
and is there a reason the stealths uv isn't square? normally its best to have them as square powers of 2, eg. 512x512, 1024x1024, 2048x2048
if you look at the ships uv map, look how many pixels you have for the edges of those rounded cones, in some cases you have a face with a single line of pixels, that means that face cannot have any detail. Also, the ship is symetrical, you should be able to double the quality by mirroring it.
that said, the gun is uv mapped relatively well, though some improvements could be made.
i wouldn't mind having a go at the uvs, i have done it before, but a long time ago...
and is there a reason the stealths uv isn't square? normally its best to have them as square powers of 2, eg. 512x512, 1024x1024, 2048x2048
Last edited by finnbryant on Fri Apr 25, 2008 4:26 pm, edited 1 time in total.
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karate5662
- Posts: 25
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- Location: lost
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I admit that i didn't do a good job with the fighter. the map is rectangular because the software i use doesn't care about the dimensions and i was too lazy to resize. i'll probably redo that one. the "nasty blur" on the ship are neon lights.
the weird line on the pistol is from the way the model was made. i didn't make it so don't blame me. I only use the template to put things in the right place.
I'd apperciate the help. PM one of the people that made models and ask if they want them textured.
the weird line on the pistol is from the way the model was made. i didn't make it so don't blame me. I only use the template to put things in the right place.
I'd apperciate the help. PM one of the people that made models and ask if they want them textured.
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finnbryant
- Posts: 360
- Joined: Sat Feb 17, 2007 11:18 am
- Location: England
jet, thanks for the reply, /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
what i actually meant about blur was the fact that surfaces that are uved at an oblique angle will be blurry because the entire face may only contain 4 pixels, compared to faces which happen to be at perpendicular angles, which might have 12.
im not even gonna try the texturing thing, i just thought id be fairly good at the uv maps, and was offering my surfaces (heh, get it? surfaces instead of services! im hilarious /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />)
EDIT: ok, please send me the models, ill have a go at the uvs and send them back, i think your textures could have a hell of a lot more potential with some better uvs.
what i actually meant about blur was the fact that surfaces that are uved at an oblique angle will be blurry because the entire face may only contain 4 pixels, compared to faces which happen to be at perpendicular angles, which might have 12.
im not even gonna try the texturing thing, i just thought id be fairly good at the uv maps, and was offering my surfaces (heh, get it? surfaces instead of services! im hilarious /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />)
EDIT: ok, please send me the models, ill have a go at the uvs and send them back, i think your textures could have a hell of a lot more potential with some better uvs.
Last edited by finnbryant on Sat Apr 26, 2008 11:54 pm, edited 1 time in total.


