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Searched results for '/tags/forums/learning mapping/q=/tags/forums/learning mapping/' or tags 'forums/learning mapping/q=/tags/forums/learning mapping/&'.
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i've uploaded the .obj fo you onto Fps models/lights folder.. i tried mapping it but that class part and the alpha's confused me totally about how should i have done it...
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If u try, u'll get it Never give up I bought the cipher engine and i was completely lost but i have found my way around the engine in a few weeks. Im actually learning my way around the doom3 sdk at the moment and its alot more complex but im sure i'll figure it On that note im sure you will aswell
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Made two changes - I took the rivets off of the spout, just to see how it looks, and I added rivets to the handle. Thoughts? Comments? The handle rivets look nice, I think, but I'm torn on the spout. Atti: UV mapping is right up there with character rigging as one of the most tedious parts of modelling. There's no "quick and easy" answer, and when you're doing game modelling, it gets even harder. Here are some tips: -Try to find "shapes" in your model - often, this will be a series of cylinders or boxes. Using the UVW Map modifier, apply an appropriate shape to it. The most common ones you'll use are planar, cylindrical, and box. -This will NEVER be enough - this is just a quick way to get it started. Apply an Unwrap UVW map, and click edit. Now take about a minute to cry. Done? Good. Now you get to move individual vertices and polygons. Play around with this tool, you will need to know it like the back of your hand. Learn, in particular, the Break, Weld, Target Weld, and Flatten tools. Figure out what they do, and how to use them.Remember, the bigger something appears within the texture space, the more detail you can put on it. Keep small pieces relatively small, and keep big ones relatively big. (Note, however, that curving or swirly shapes need more space, as well - on this water pump, the handle gets a pretty big swath of texture space since its normal map is rather detailed.) There's not much else to say, except practice, practice, practice. Once you have something unwrapped, apply a Checker map to its Diffuse slot - this will give you an idea of how badly textures are distorted on it. (Make sure you turn it on so it's visible in the viewport - this will help a LOT). Good luck!
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thanks a lot ! only one more question about mapping.. what is the best method to Uwv items? i've done some trying but the result wasnt much nice:)
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Christian's Normal Mapping in 3D Studio Max 7 Tutorial : Step one: Make a low poly model. Step two: Make a high poly model that is just big enough that it covers the low poly - this doesn't need to be perfect, but it helps. Step three: Unwrap the low poly model, so that it is UV mapped. Step four: Select the low poly model, and press the 0 key on your keyboard to bring up the render to texture window. Step five: Under the Projection Mapping heading, check the box next to Enabled to enable projection mapping. Click the Pick... button, and select your high poly model. Uncheck sub-object levels. Step six: Scroll down to the Output heading. Click the Add... button, and choose Normals from the list. Make sure that the Target Map Slot dropdown menu has Bump selected. Pick a nice map size - I usually use 512 or 1024, since it's better to scale down than to scale up. Step seven: Click render. Wait. (note that the image that appears in the rendering window is NOT the normal map. This is the diffuse map, which won't be saved. Also note that, if you so desire, you can texture a high poly model, than burn its diffuse/specular/normal/height maps to textures. This is awesome.) Step eight: If you want to render in 3ds using the texture you just rendered, apply a new material to it. Expand the Maps subheading, then click the None button next to the Bump category. Select Normal Bump, then click the None button next to the Normal Bump heading. Select bitmap, and load up the bitmap that you just rendered. There are a few things to point out here. I choose to render one element at a time - that is, rather than burn the entire pump at once, I burned each separate piece. There were 11 pieces in all. This eliminates weird situations where you have projections encompassing totally different parts of the model. There are also more advanced methods for normal mapping - the most useful is the cage, which is that blue thing that appears around your low poly model after you apply the projection mapping to it. This cage defines how ray sampling is done - note that if your cage looks weird or ugly, it won't get good results. Think of it this way: The cage should TOTALLY encompass the high poly model, and it should look (in general shape) like your low poly model. If there is twisting or warping, you'll want to change it. TO do this, select the low poly model, go to the modifiers tab, click the + button next to Projection, select Cage, and you will now be able to move the vertices of the projection cage. Hell yes for total normal mapping control.
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Consider the normal mapping done (aside from perhaps adding detail via flat texturing). I'm ready to upload, but once more - FTP does not work. This is a major problem. =P Edit: 1022 tris. A bit higher than I'd like, but it has a lot of nice detail around the top, and there shouldn't be more than one per map anyways. If desired, there's a few tris I should be able to shave off.
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Not sure if this has been mentioned before or not, but in case anyone was curious about painting titles and the artists from Thief, here you go: http://www.ttlg.com/forums/showthread.php?t=10900 Here's a brief snippet from this thread. There are more attributions if you visit the above URL:
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Hot damn. Max 7's built-in normal mapping functions are awesome. To hell with Radeon's plug-in.
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OK, I've got the high poly all set - render is below. I'm unwrapping the low, and downloading the demo of 3DS Max 7 to test its normal mapping capabilities. Really, tho, I'm ordering the new version tonight, so the demo is more to last the three days till it arrives.
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I've been a big Thief fan since the beginning, and I would love to assist Dark Mod in any capacity necessary. I don't actually have direct voice-acting experience, but I have been a vocalist and singer for a little over ten years. Most of what I've done has been in death metal bands; however, I'd love to provide some clean vocals for such a project, perhaps voices for Pagan-type characters. Even some dark, villain style stuff, raspy or beast-like voices, I can do. Ah heck, I would be happy to do some Stupid Guard stuff, too. I'm also an experienced Tribes 2 modder (nothing you would recognize, however, as I kept it mostly inhouse as educational stuff), Python programmer (intermediate), and creative writer. I'm also learning C and C++, though my strongest skills are in Python. And, just as an FYI, I'm a GNU/Linux system administrator with quite a bit of experience (my shell and Python scripts probably total in the 4000 lines area). Of course, that doesn't mean I don't do Windows. I understand some of the design process and I feel that I can contribute much to story development and immersion. At the very least, I would enjoy working as a play tester (or "quality assurance specialist" as it's called). I'm definitely looking forward to seeing more of what you all are working on. Dark Mod looks awesome so far. Thanks, Richard aka Draco p.s. Sheesh, this became an essay. To put it simply, I'll do just about anything in this project.
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no..i cant do much mapping/texturing so lets use yours..if yours allready Uwv-d i will give my ones to another project..
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http://forums.thedarkmod.com/index.php?showtopic=653&st=0 http://forums.thedarkmod.com/index.php?showtopic=653&st=75 thats why i said the model list should be updated:\
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http://forums.thedarkmod.com/index.php?showtopic=653&st=0 thats why i said the model list should be updated....:\
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I don't think it's him. His ip on the Ion forums is from India, those that have shown up here don't match up.
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I issued a friendly reminder to Aditya at the Ion Forums and he took it very gracefully. I just explained that his criticism is welcome, but beyond that he is not to instigate nor encourage flame wars...like he is so fond of doing.
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The only difference between Trolls on the ION forums and this one is that I won't be so tolerant here. This is a board for constructive, cooperative, community interaction. Please, don't post such drivel here....it's not becoming of the community I respect. I will leave our friends post in the quote above as an example of what not to post. Feel free to criticize, but for heavens sake do so intelligently. ZAP. GONE
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Ok cool thanks got it, and its pretty good heh - damn I cant wait to play this! Seems how the link on the main news page doesn't work though , maybe it should be changed to the hi res version? that way the public viewers wont have to hunt around the forums like I did to find it hehe. Anyhows , what's the round about percentage on the mod right now? what's done / what's needed?
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You do have some good mapping skills from the looks of it. But as Spar said, right now isn't the time for us to start calling for more mappers. But on the other hand, the more prop guys we have the better. Are you talking about just doing props in radiant or can you use a pro 3D suite to do your thing?
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Gotchya. I guess I didn't see it that way. I looked at it more as a double-whammy DarkMod kinda day. Early in the day they get a wicked trailer; later in the day they get some mood art I slaved over in Photoshop. I thought as part of our media blitz day we were planning to release more than just the trailer. A media blitz often means an onslaught of several different media elements, not just one thing. So, although the vid definitely rocked this world, I thought it strange we only released one thing that day, up until my mood art post. Personally, I thought I'd be tainting the trailer thread by throwing my artwork in it. But I can see your standpoint as well. I also thought having two X-mas presents from Dark Mod would be considered better than one by the community. And having "The Dark Mod Team" listed twice on the front page of the ISA forums isn't such a bad thing. It's all about getting our name out there and market penetration. We need to create a buzz and continue the buzz.
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D'oh, the link has been here all along, its in this thread http://forums.thedarkmod.com/index.php?showtopic=754 not the front page lol. Right click > Save As on the 'High Res Teaser' link and you should be ok Sorry 'bout that, i'd forgotten where i grabbed it.
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Nice! I like it I've been mapping for cod for ages but only just grappled with the doom3 editor this morning
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anyone has chilliskinner saved on his computer? i cant find a working link to it.. any other good mapping tool for max would be appreciated too if noone has chili...
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Clicky - video tut on the whole process here. It's 50 megs and you'll have to sign up for a free username at fileplanet if you haven't got one, but this vid by Brian Trepaning shows you the whole damn Max 7 normal mapping thang.
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Specifically, I meant a floor in the same theme as mansion_wallpaper06d_d.tga (in whatever single colors you can manage, of course). Something very plain, understated, with the use of mapping for depth. But yes! What you made here will be quite useful too!
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LOL, the team *IS* going crazy! Everyone is using the holiday to go DarkMod bonkers! Re-posted castle scene link (0.5MB) UPDATE: I've posted the image in the ISA and TTLG forums as part of our holiday celebration, since it looks like I'm the only one logged in still. I had to use ImageShack for hosting. If someone is able to host this on a more typical server we'd use for DarkMod, please PM the updated URLs (thumbnail and full-size) to me. I think I used a 100KB version of my drawing for posting in ISA and TTLG. Please note the 100KB version is not the highest quality JPG image of it, but it's pretty good. The 550KB one is the best quality, obviously. Not sure which one you'd rather have out there; probably the 100KB version for easier downloading. Thanks!