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kitheif
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« Reply #1215 on: March 03, 2012, 12:37:28 PM » |
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Woodwolf
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« Reply #1216 on: March 04, 2012, 01:04:00 PM » |
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Minecraft-like spider that I modeled and textured for a tutorial that I still haven't uploaded. I need to finish it.
How did you texture that thing? I'm learning Blender right now and it still magic to me :D
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keo
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« Reply #1217 on: March 04, 2012, 03:39:43 PM » |
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Minecraft-like spider that I modeled and textured for a tutorial that I still haven't uploaded. I need to finish it.
How did you texture that thing? I'm learning Blender right now and it still magic to me :D see thread become enlightened
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SolarLune
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« Reply #1218 on: March 05, 2012, 08:08:43 AM » |
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How did you texture that thing? I'm learning Blender right now and it still magic to me :D
Well, like the post that tramp linked to, I would use an image of a nice size, like 128x128 or so for a 4x2x2 object (if I recall). Then, I would unwrap the object. You might want to do it yourself, placing seams to influence how the UV-map is unwrapped. There's also the LightMap and Smart UV Unwrap settings, which seem pretty good about placing the maps so that each face is present on the UV-Map. If you go this route, you probably want to try the 'Smart UV Settings' one. I've been meaning to try chunky pixel-art textures with an object that's been unwrapped with the LightMap or Smart UV Unwrap settings, but haven't seen the disadvantages of it yet. The easiest way to pixel from there is to use Texture Paint mode and just draw directly on the 3D object - a very nice advantage of Blender. 
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keo
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« Reply #1219 on: March 05, 2012, 08:46:05 AM » |
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I've been meaning to try chunky pixel-art textures with an object that's been unwrapped with the LightMap or Smart UV Unwrap settings, but haven't seen the disadvantages of it yet. I was using this method a lot, without marking seams, the problem I found is that I didn't know the orientation of the uv to face, and it's relation to other uv's. edges took on the color of adjacent pixels, which created ugly tears in the model. This would also cause conflicts while painting if uv islands were touching eachother when they shouldn't be. I think the problem is in Snap to Pixel, I think the UV edges are just a tiny bit too far out, thus picking up the color of adjacent pixels. I don't know if that's been changed in 2.6.2.
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SolarLune
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« Reply #1220 on: March 05, 2012, 09:59:52 AM » |
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Oh, the problem's not with Snap To Pixel (I don't think). I believe that's just the nature of UV-maps - they aren't 100% accurate, even without mipmaps enabled and with Snap To Pixels. You can change how much the color bleeds when painting in the Toolbox. I believe you can specify the margin each island should try to keep from the Smart UV Unwrap menu, as well.
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nospoon
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« Reply #1221 on: March 05, 2012, 12:32:02 PM » |
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1. UV's need to have the same 'ratio' as Face to look good. 2. If you are aiming for minecrafty pixely thing, and you are experiencing some weird artifacts at the edges of the textures - DONT use snap to pixel - you need to snap to pixel and then scale the uv's to like 0.998 . 3. For unwrapping I recomend the normal 'unwrap' method. You need to experiment with the 'mark seams' option. The smart uv unwrap is sometimes buggy, and you dont have enough control. (but its ok for fast unwrapping) I like the "Lightmap unwrap" but it does not preserve correct ratio, but it fills the uv space very well.
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Hawt Koffee
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« Reply #1222 on: March 05, 2012, 06:43:36 PM » |
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peanutbuttershoes
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« Reply #1223 on: March 05, 2012, 09:57:01 PM » |
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his stride is too focused on moving his legs up instead of forward.
his stride is also to small.
his elbow is jerking.
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John Sandoval
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« Reply #1224 on: March 05, 2012, 10:33:08 PM » |
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Hawt Koffee
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« Reply #1225 on: March 06, 2012, 06:47:53 AM » |
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his stride is too focused on moving his legs up instead of forward.
his stride is also to small.
his elbow is jerking.
I know about the elbow and I've been trying to fix it but can you elaborate the other two?
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RamSteelwood
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« Reply #1226 on: March 07, 2012, 05:28:32 AM » |
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maybe it's just a 'trick' caused by the gif being a frame short for the loop or something, the right leg seems to 'pop' forward faster than the left?
as for the stride though, the model looks a bit 'stylised' so there's no reason why the stride can't be too - they seem to 'fit' for me.
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xrabohrok
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« Reply #1227 on: March 07, 2012, 07:05:28 AM » |
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as for the stride though, the model looks a bit 'stylised' so there's no reason why the stride can't be too - they seem to 'fit' for me.
I'm with you on that one, it's a little too abstract to make a judgement call on the "rightness" of it. His stride seems to communicate a happy-go-lucky sort of feel, if that is what you are going for.
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A picture is worth a 1000 words, so naturally they save a lot of time.
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John Sandoval
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« Reply #1229 on: March 09, 2012, 11:21:55 PM » |
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Hey folks, I've got a question (okay, two).
I've got a hankering to make an isometric game in the somewhat far future, one that would require each multiple angles for each animation. Think Xenogears.
What 3d modeling program would you recommend for me to use to create frameworks to pixel over? IE, so that I'd only have to create the run animation once, in 3d, then simply rotate it for all the required angles and pixel over each, as opposed to creating all the animations from the ground up.
And is this a good plan of action?
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