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Thread: FHQ WIP Thread (contains lots of images)

  1. #121
    Quote Originally Posted by Alwarren View Post
    Texture work is my weakest point. I can't paint even if my life depended on it.
    It's actually one of the main reasons why I didn't continue with my sniper rifles yet. I just can't get decent textures. My biggest problem is always the unwrapping, I have not yet managed to get a good unwrap of any model. The textures I tried also tend to become too lowres, even at 2048... Maybe I should just try a side projection for the main body of the gun and see what it gives...

  2. #122
    Master Gunnery Sergeant Alwarren's Avatar
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    Pure side projection probably won't work too well since it results in quite a bit of distortion. Blender's smart projection isn't bad if the area weight is 1, but it tends to fragment things like the rails into a myriad of small single polygons.

  3. #123
    Alwarren if you hand me a unwraped version of the texture i will see what i can do to help ya boi ^^
    I know some things arround texturing ya know

  4. #124
    Master Gunnery Sergeant Alwarren's Avatar
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    Quote Originally Posted by fluttershy View Post
    Alwarren if you hand me a unwraped version of the texture i will see what i can do to help ya boi ^^
    I know some things arround texturing ya know
    I might come back on that, but be warned that my unwrapping is... weird

  5. #125
    You still using Blender for unwrapping?

    Edit; Nvm, saw you where using auto unwrap, have you tried exporting and trying something like 3DS Max or Maya?

    ---------- Post added at 04:50 ---------- Previous post was at 04:44 ----------

    Quote Originally Posted by Alwarren View Post
    Actually, my CQB sight was based off the Trijicon RMR sight, seen here mounted on an ACOG, not the Docter sight (It's Docter, by the way, not the medic, to be an asshole myself :P)[COLOR="Silver"]
    Touché on both counts my good sir, i thought you may have been basing it off of a airsoft copy :P


    Texture work is my weakest point. I can't paint even if my life depended on it. I usually try to go with the camo paint and then add things like mud splats, text/serial numbers, and other stuff like that, but my abilities are VERY limited with that.
    Same here :P i was recently talking to a 3D Game artist when i was working on a vehical and he was saying the biggest challange by far of getting assests for use in game is texturing and even harder again in the way the arma engine handels it rather than other game engines
    ^^^ Click it... you know you want to... ^^^

  6. #126
    Scarecrow is right, maybee i can either give you a tutorial on Maya or unwrap it myself if you donno if im able to work with yours.
    Of course Maya aint the cheapest of programms to get - especialy if the only use is to modify a game to make it better for everyone without charging anything.

  7. #127
    Master Gunnery Sergeant Alwarren's Avatar
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    I wish I had 3DS or Maya, but these programs are way too expensive - I am a programmer, so I don't have a professional reason to own them, and 4000 Euros for Maya is a no-go.

    I rather stick with Blender and try to improve my skills If all goes wrong, these weapons will be for ArmA III

  8. #128
    Educational licenses for any Autodesk application can be had free of cost, and they will come with the full set of features and functionality (as well as all the bugs and design quirks). All it takes is a registration at students.autodesk.com - set up a student's account and when it asks for the school's name, select Homeschool.

    If that's too much hassle for you, then there's still Blender. For modelling and unwrapping alone, it should do the job just as good as Maya, 3dsmax or modo do.

  9. #129
    Master Gunnery Sergeant Alwarren's Avatar
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    Quote Originally Posted by jagheterjan View Post
    If that's too much hassle for you, then there's still Blender. For modelling and unwrapping alone, it should do the job just as good as Maya, 3dsmax or modo do.
    Blender got much better modelling-wise with the 2.63 upgrade to BMesh. It's much more convenient now to model, but a few crucial tools are still missing (the bevel tool got updated, but it's still not optimal).

    The modelling isn't really the biggest issue, it's the painting. Even if I had a perfect unwrap I could probably still not do much in terms of texturing... I am trying though.

  10. #130
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    Quote Originally Posted by fluttershy View Post
    Scarecrow is right, maybee i can either give you a tutorial on Maya or unwrap it myself if you donno if im able to work with yours.
    Of course Maya aint the cheapest of programms to get - especialy if the only use is to modify a game to make it better for everyone without charging anything.
    Quote Originally Posted by Alwarren View Post
    I wish I had 3DS or Maya, but these programs are way too expensive - I am a programmer, so I don't have a professional reason to own them, and 4000 Euros for Maya is a no-go.
    It is free via students.autodesk.com for non=commercial products, which all addons go into
    I rather stick with Blender and try to improve my skills If all goes wrong, these weapons will be for ArmA III
    Blender is a brilliant little software, especially when thinking it is all free. It also has a few upper hands over the very expensive AAA commercial packages.

    Quote Originally Posted by jagheterjan View Post
    Educational licenses for any Autodesk application can be had free of cost, and they will come with the full set of features and functionality (as well as all the bugs and design quirks). All it takes is a registration at students.autodesk.com - set up a student's account and when it asks for the school's name, select Homeschool.
    you can setup your account for unemployed. Seems there's no biggie which way you go as long as you don't use it commercially. You got 1 year license with it.

    If that's too much hassle for you, then there's still Blender. For modelling and unwrapping alone, it should do the job just as good as Maya, 3dsmax or modo do.
    Maya and Max have huge communities around them. There are tons of scripts/plugs and so forth making things eaven easier for you on the long run. For maya, maya bonus tools (by autodesk) is something that can make life a lot easier when it comes to game content creation.

    Quote Originally Posted by Alwarren View Post
    Blender got much better modelling-wise with the 2.63 upgrade to BMesh. It's much more convenient now to model, but a few crucial tools are still missing (the bevel tool got updated, but it's still not optimal).
    The modelling isn't really the biggest issue, it's the painting. Even if I had a perfect unwrap I could probably still not do much in terms of texturing... I am trying though.
    You could try mudbox via same way as described above. At least you can get some stuff done directly in 3d. Not sure if blender has that option.

    Spoiler:

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