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TIGSource ForumsDeveloperArt (Moderator: JWK5)3D thread
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ProgramGamer
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« Reply #3380 on: August 07, 2015, 06:53:43 PM »

Well, first off I think that having pixeled anti-aliasing next to the edge of a polygon looks bad, but that just IMO. Everything else looks fine though.
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EvilDingo
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« Reply #3381 on: August 09, 2015, 03:01:47 AM »

How did you create the texture? Did you paint on the model or export UVs?
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Keops
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« Reply #3382 on: August 09, 2015, 07:03:24 AM »

Export UVs and then pixel in Photoshop. I used a 32px square brush. There might be a way to work on 1:1 pixels and then scale the map, but since I'm still figuring out how things work I went for this instead, the end result looks like what I had in mind. I still need to figure out the best topology for these kinds of textures, though.
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Cobralad
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« Reply #3383 on: August 09, 2015, 07:05:21 AM »

just adjust uv for texture
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McMutton
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« Reply #3384 on: August 12, 2015, 12:16:35 AM »

Help I can't stop updating stuff:

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ProgramGamer
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« Reply #3385 on: August 12, 2015, 03:14:15 AM »

Help I can't stop updating stuff:
Why would we stop you, your stuff looks great!  Cheesy
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« Reply #3386 on: August 12, 2015, 06:57:23 AM »

maybe we want to play the game, he can do dlc and ptaches Tongue
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« Reply #3387 on: August 14, 2015, 05:20:29 PM »

Aw jeez thanks DF! I'll let you know when I get to that point for sure. Your robot lady's cool, she reminds me a lot of Crescens from Xenogears.


Today I did some Nihei inspired architecture. Gotta texture it and add in all the detail-y bits now. It took a lot less time than I imagined it would have to make something like this.
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« Reply #3388 on: August 15, 2015, 07:07:18 PM »

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« Reply #3389 on: August 15, 2015, 07:58:23 PM »

Super satisfying, Azure.

@Armageddon oh jeez. I was gonna post something like "More to the point:" and link the first bridge from Blame! but then I went to get it and found it to be totally different. Just goes to show that Naissancee really nailed the Nihei aesthetic and that I didn't do my homework. Time to redesign, there's a difference between homage and plagiarism and I don't wanna cross it.  Epileptic
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« Reply #3390 on: August 18, 2015, 07:35:08 AM »

I have been learning 3dsmax a bit / making a low poly house.



I'm finding UV mapping and texturing to be bit of a fiddle and very time consuming. Not that I work quickly in 3D.



@Letsap, your architecture stuff is rad as all heck.





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« Reply #3391 on: August 18, 2015, 03:03:43 PM »

Quote
I'm finding UV mapping and texturing to be bit of a fiddle and very time consuming. Not that I work quickly in 3D.

UV mapping is a weird concept to get around at first. I think after more practice you might find it enjoyable. I know it gives an inexplicable satisfaction for me now and I really struggled with it at first.

Textures are hard work though. No way around it.

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FawfulBeans
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« Reply #3392 on: August 19, 2015, 07:35:24 AM »


UV mapping is a weird concept to get around at first. I think after more practice you might find it enjoyable. I know it gives an inexplicable satisfaction for me now and I really struggled with it at first.

Textures are hard work though. No way around it.

I hope so, I think I just need to get familiar with/know about all the useful buttons and gizmos so that I'm spending less time chasing menu screens.

I disagree about the texturing though, that's the most funnest part, dude. It would be better however if only I could get viewport canvas to work properly.





Textured boiler thing.
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« Reply #3393 on: August 19, 2015, 10:46:39 PM »



Here, have some shiny bells! They spin!

And to letsap, awesome architecture. I can't wait to see it when it's finished and you've added lighting to the scene. It's going to look wicked!
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« Reply #3394 on: August 19, 2015, 11:08:58 PM »

Hey guys I'm quite new to the TIG forums,

I've been meaning to start 3-D modeling for games for a while but i have no clue where to start.

Any help? 
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ProgramGamer
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« Reply #3395 on: August 20, 2015, 03:19:40 AM »

Download Blender, follow online tutorials to get used to the interface, and then start modeling!
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« Reply #3396 on: August 20, 2015, 05:43:24 AM »

Download Blender, follow online tutorials to get used to the interface, and then start modeling!

This guy know!
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ProgramGamer
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« Reply #3397 on: August 20, 2015, 11:39:42 AM »

Of course I know, I used to toy around blender as a kiddo. I never got far into my projects, but I know the basics of modeling, uv mapping, seams, textures, materials and stuff like that. I used to make robots and I would dream of making games with those models. Alas, it never happened, but maybe in the future as I learn.
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« Reply #3398 on: August 24, 2015, 03:26:07 PM »

thanks And I'm still what The industry considers a kiddo, unfortunately
 but hey the earlier the better,

thanks for the advice ill get started immediately
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« Reply #3399 on: August 24, 2015, 09:23:27 PM »

Nice gears there, Azure; what methods did you use to figure out how many teeth you needed? I've done some gears myself in the past and that was a huge pain.


I promise that this redesign was necessary:


http://imgur.com/a/Qlle8

Finally decided on her using a "gun" to channel her magic; her face needed updating anyway, as well.

I also recently realized that I was doing a specific thing with most everyone's color scheme; They have a mostly monochromatic scheme with any amount of neutral browns, but then I do one or two elements in a different color entirely, which ends up adding a bit of visual interest. Gil's mostly oranges and browns with a red cape, and Van's mosly blues with a red sash, for example.
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