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Thread: ArmA Modelling Basics

  1. #111
    There was a guy named Marfy, a very good texturer (and modeler too I guess). He wrote several tuts about making textures (including the mud you need), unfortunately I cant find his website anymore.
    But as I was googling for him, I found FABs site. He has some texture tuts there as well, might help you a little bit.
    = Bobor SK

  2. #112
    Quote Originally Posted by [b
    Quote[/b] ] There used to be an ok tutorial back in the OFP days by one of the community, but I could never grasp his technique.
    I was talking about Marfy - thanks for reminding me of his name. I never found is tute that easy to follow, possibly because of the language barrier or my own ignorance.

  3. #113
    I thought you mean him.

    Another question:
    Does count of faces have big impact on performance? Or are vertexes that determinate it?
    I am using 3-point faces only (triangles) to avoid disappearing that happens when you misshape a 4-point face. But not everywhere where I use them they are necessary (on flat areas). So should I replace those with 4-point ones to have instead of 2 faces just 1 face?

  4. #114
    Master Gunnery Sergeant DaSquade's Avatar
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    Quote Originally Posted by [b
    Quote[/b] ]the ability to make realistic looking mud on vehicles
    I'm not texture artist and i don't have directly something i can share in psd form, but for mud/rust etc...Imho you get the fastest result if you google for a nice 'even' mud/rust picture, you might even want to go outside and take some pictures.
    In photoshop apply and mask on it and work on the mask with one of the stamps or a custom stamp. Work with the inverted color to remove or soften the mud. Might want to play with several mud/rust sample pictures and play around with the layer Opacity and layer style (multiply/color burn/overlay etc...).

    It takes some effort to get result though and since it is 'organic' in shape it will demand some artistic talent and common sence where to apply it.

    Quote Originally Posted by [b
    Quote[/b] ]Another question:
    Does count of faces have big impact on performance? Or are vertexes that determinate it?
    I am using 3-point faces only (triangles) to avoid disappearing that happens when you misshape a 4-point face. But not everywhere where I use them they are necessary (on flat areas). So should I replace those with 4-point ones to have instead of 2 faces just 1 face?
    This has more or less been discussed some time ago. Fact is, afaik, the engine (not only arma's engine but all 3d render engines) in the end calculate and work with vertexes and work with triangle polys.
    Personally i rather work with quad polys as long as possible as it looks cleaner and easier to work with the model. Fact is like you are aware of, it is best to manually already prepare and custom convert some quad polys into tris so the 'split' is in the correct or best possible diagolan.
    You can do it one by one, witch is often the best way as mirrored faces tend to split the wrong way.
    As for what faces are best to convert, you can check the faces by using the 'check faces' option/tool in O2. If the model still contains non-planar faces and non-linear mapping 'bugs', those are the one that still need attention.




  5. #115
    Dasquade - I've been scouring the internet, and various texture reference sites (such as cgtextures.com) and none seem to have any usable photos of a flat surface with mud on. Flickr isn't much better either.

    I think you may be right, I'll have to go search my local area for muddy vehicles, but being in the middle of Copenhagen doesn't present many vehicles like that. Saying that though, I did cycle past a UAZ the other day. I nearly fell of my bike trying to see if I was seeing things.

  6. #116
    Master Gunnery Sergeant DaSquade's Avatar
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    As i still have to learn a lot when it comes to photo-realistic texturing i decided to quickly give it a shot. I must agree mud texturing is not that easy (for me) like said due to the fact it is very organic but on the other side it needs some sort of realitic pattern.
    Offcourse there are different types of mud: clean dry sad/dust particals (witch will give a nice flat pattern), mixed mud, heavy offroad wet and dry mud rests etc etc...

    Anyway, my quick attempt (15min playing aroudn in photoshop on a simple photo of a car side profile):


    The psd, feel free to use:
    Muddy car tutorial PSD

    As you can see i just took some random samples of the net and worked with layer masks.
    -Started of with giving the mask layer a full black color so the sample texture is 'hidden'. Then i slowly worked with soft and hard brushes (white color) on the mask so it becomes visible again.
    -Play around with the contrast and brightness (of the layer mask) and layer opacity (of the sample texture).
    -If needed change/adjust the sample texutre (light or dark brown values) so you get the effect of dry or wet mud.

    Some for the next few samples...

    A simple 1pixel/sharp brush (default) is used to give it the 'mud spays' on it. Same principle as you would use for making scratches.

    Overall, for the quick test it turned out pretty good imho. At least it was the effect i was trying to make (mix of wet and dry mud). Like asways, the longer and more patience you work the better effect you will get.

    Something i was wondering though, but guess it could be found on the net, is how to past a black/white 'relief' picture into a layer mask. It didn't worked here, as some textures can easly be use as start mask.

    Anyway, hope it helps a bit or at least give you an idea who i did it. But i'm sure there are plenty other ways to do it, if not better ways .

  7. #117
    wow, thank you very much.

    Its nice to see the PSD so I can try and learn the technique, or at least adapt my own from it. I just could never get the hang of the organic/natural look of it. My attempts would look my mud, sure, but mud that had been painted on using a paint brush

    thanks again

  8. #118
    Master Gunnery Sergeant DaSquade's Avatar
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    I understand...all my previous QUICK attempts looked like your monkey doedoes i guess. Thing is, mud doesn't come out of a can (brush)..it take some effort.

    Anyway, hope it helps you a bit. Feel free to use what can be used.

    *Bit offtopic: Been thinking about it long time and it just came back when chatting to Godkiller. Wouldn't it be an idea to seperate these small tutorials and give them their own sticked position in this sub-forum? I would be up for it to make some other small tutorials, be it good or not, as long we can all learn out of it. It would be a nice place to fits in others simular attempts (in same form...end result + PSD to be shared).
    Just a thought...not that the BIS forum needs to turn into a online tutorial site.

  9. #119
    imo would be very nice if there would be a small section or topic that contained various tutorials and source materials.

  10. #120
    Quote Originally Posted by (DaSquade @ Aug. 25 2008,11:57)
    This has more or less been discussed some time ago. Fact is, afaik, the engine (not only arma's engine but all 3d render engines) in the end calculate and work with vertexes and work with triangle polys.
    Personally i rather work with quad polys as long as possible as it looks cleaner and easier to work with the model. Fact is like you are aware of, it is best to manually already prepare and custom convert some quad polys into tris so the 'split' is in the correct or best possible diagolan.
    You can do it one by one, witch is often the best way as mirrored faces tend to split the wrong way.
    As for what faces are best to convert, you can check the faces by using the 'check faces' option/tool in O2. If the model still contains non-planar faces and non-linear mapping 'bugs', those are the one that still need attention.
    Thank you.
    And the tuts topic would be great! I will soon need to learn to create textures myself and something like that would be heaven.
    Maybe we (or you, since Im not very experienced in modeling and a total newb in texturing) could put them on biki and make a new topic here that would include links to all tuts available.




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