WAY Down the road... Space walking?
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- Hunter
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Re: WAY Down the road... Space walking?
Ok. I'll work on the 3d modeling. I am still having trouble in blenders newer uv wrapping and texturing [I was good with the older one, but since their overhaul I am still re learning] So, if you can do the textures and such, that would be probably best. I will try to make textures for some objects so you can just add them since I can't get the UV wrapping to work yet. [Top of ship view, and bottom, you can edit as needed] I'll save them all separately in their each own .blend file and upload them here on the forum posts as attachments.
That sound good?
That sound good?
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Re: WAY Down the road... Space walking?
@Pirate92, I think you'll have to recruit a texturer. I'm no texturer (I just code), and we have even less active texturers than modellers. Even a quick and dirty texture job would work as POC, though, which 3D bases need.
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Re: WAY Down the road... Space walking?
Alright, I'll look for a crash course in the newer blender texturing and see what I can do.
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Re: WAY Down the road... Space walking?
Quick note, do you manually unwrap or use blenders auto unwrap? One of our older modelers, chuck_starchaser, was always getting on to people for doing the auto unwrap. For bases I see no reason not to use auto but best not to rely on it anyway, especially if you want to try your hand on ships
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Re: WAY Down the road... Space walking?
Actually, the pro way is to auto-unwrap, fix it up, pin some vertices, and auto-unwrap again, using different kinds of auto-unwrap for different parts. At least that's what I read somewhere (Never really tried it).
The rationale was that it's nigh-impossible to avoid shear with manually placed UVs (which happens when faces don't preserve aspect ratios between XYZ and UV space)
The rationale was that it's nigh-impossible to avoid shear with manually placed UVs (which happens when faces don't preserve aspect ratios between XYZ and UV space)
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Re: WAY Down the road... Space walking?
Excellent. I have uv mapping working again! I should have some pretty good models with textures coming soon. I am using "Smart uv wrapping" and am going to put a .jpg image file in [which will be the texture of each thing/ship]. If I use a uv wrapping method that you guys don't use, it's ok right? You can adjust for proper fitting?
And did you mean do one section at a time with separate images for one texture? Or do you want the texture to be one image?
And did you mean do one section at a time with separate images for one texture? Or do you want the texture to be one image?
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Re: WAY Down the road... Space walking?
No we can't. Unwrapping is a sensitive matter, once done, it can't be easily changed without redoing all textures - it's a pain. You gotta get it right from the beginning.Pirate92 wrote:Excellent. I have uv mapping working again! I should have some pretty good models with textures coming soon. I am using "Smart uv wrapping" and am going to put a .jpg image file in [which will be the texture of each thing/ship]. If I use a uv wrapping method that you guys don't use, it's ok right? You can adjust for proper fitting?
But... as I mentioned, we need a proof-of-concept first (POC) - for that, it doesn't have to be perfect. It just won't go in-game as-is if it's just a POC.
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Re: WAY Down the road... Space walking?
Ok. I'll finish this really simple ship up and try uv mapping it. Whoever uses blender, which uv mapping do you use? If anyone here uses blender.
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Re: WAY Down the road... Space walking?
The few times I did (which means very little since I'm not good at it), I used mostly projections and LSCM. They're both good at avoiding shear.
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Re: WAY Down the road... Space walking?
Ok, here's a quick mock up of a ship I did in the past hour or so and textured in a zip folder. It opens with blender once unzipped. The texture is saved in the textures folder as a tiff.
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Re: WAY Down the road... Space walking?
The detail of the objects will vary depending on how much time I have to make them, and since this is a mock up trial file, I didn't spend too much time on it.
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Re: WAY Down the road... Space walking?
What are you going after? (ie, which base are you trying to make?)
PS: it's customary to post screenshots for those that can't open the zip or the files inside
PS: it's customary to post screenshots for those that can't open the zip or the files inside
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Re: WAY Down the road... Space walking?
Oh ,sorry this is a ship.
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Re: WAY Down the road... Space walking?
Looks good, no uv overlap. The edge flow and seams could be a bit cleaner. It is maybe good enough for vs. I haven't really looked at vs models.
Optional:
I think you can go up with poly count. The one here is very crude. The few times I had to unwrap I tried to select contiguous areas(islands) and auto unwrap them, looked for where a seam(along which edge loop) would naturally occur. This of course requires clean edge flow(loops).
Pic of a selected and unwrapped uv island. Notice the edge flow issue at wing root. One could of course split it into two sections cockpit and body, have an additional seam there. But I think I'd still try to make the wing edge a single island.
PS: I am sure you will know it already but anyways. The most important keys for mesh and uv editing: G[rab], R[otate], S[cale] .
Optional:
I think you can go up with poly count. The one here is very crude. The few times I had to unwrap I tried to select contiguous areas(islands) and auto unwrap them, looked for where a seam(along which edge loop) would naturally occur. This of course requires clean edge flow(loops).
Pic of a selected and unwrapped uv island. Notice the edge flow issue at wing root. One could of course split it into two sections cockpit and body, have an additional seam there. But I think I'd still try to make the wing edge a single island.
PS: I am sure you will know it already but anyways. The most important keys for mesh and uv editing: G[rab], R[otate], S[cale] .
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Re: WAY Down the road... Space walking?
Sorry, I'm not really following.
Re: WAY Down the road... Space walking?
Please notice I am not a modeling pro. This is just the way I learned it.
When uv unwrapping you are trying to map a 3d surface onto a plane. Try to think of the surface as being made of fabric or steel sheets. This means you will get seams where sheets meet. The edges where they meet will be at places of high curvature usually(car body creases for example) to keep distortion low. The edges can be seen as loops, enclose a sheet. They simplify uv mapping and help defining the object shape(car creases, body lines).
As I said. I don't think it is a requirement for vs. But it helps with texturing imho.
Here a modified model with some seams(edge loops) marked:
When uv unwrapping you are trying to map a 3d surface onto a plane. Try to think of the surface as being made of fabric or steel sheets. This means you will get seams where sheets meet. The edges where they meet will be at places of high curvature usually(car body creases for example) to keep distortion low. The edges can be seen as loops, enclose a sheet. They simplify uv mapping and help defining the object shape(car creases, body lines).
As I said. I don't think it is a requirement for vs. But it helps with texturing imho.
Here a modified model with some seams(edge loops) marked:
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Re: WAY Down the road... Space walking?
I am tempted to split this topic as it i starting to go off topic a bit and moving it to user help as it seems to be becoming an unwrapping tutorial.
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Re: WAY Down the road... Space walking?
Ultimately every VS forum thread evolves into a UV unwrapping tutorial.
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Re: WAY Down the road... Space walking?
Well, once I know how you want things unwrapped, I'll go off into another topic for submitted models and such.
My model didn't have many of those seams, I wonder if the uv mapping was just messed up during the transfer? I am looking at it now for distortions.
My model didn't have many of those seams, I wonder if the uv mapping was just messed up during the transfer? I am looking at it now for distortions.
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Re: WAY Down the road... Space walking?
Marking seams helps create hard edges, which would otherwise be smooth-shaded when converted with mesher. It's not automatic, though, last time I tried. Marking the edges isn't enough to make the edges hard (though it's a start and it helps). You then have to split the vertices, which is a pain in the ass.log0 wrote: As I said. I don't think it is a requirement for vs. But it helps with texturing imho.
So though it's not something VS uses directly, you'll have to do it anyway.