redshift
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« Reply #40 on: September 08, 2008, 06:49:50 AM » |
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House in 3d
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redshift
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« Reply #41 on: September 08, 2008, 06:50:25 AM » |
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Olympics building
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redshift
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« Reply #42 on: September 08, 2008, 06:51:10 AM » |
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View 2
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Anna
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« Reply #43 on: September 08, 2008, 07:24:20 AM » |
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Zaphos
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« Reply #44 on: September 08, 2008, 09:55:21 AM » |
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you mean to paint on the model directly? There are many, tatoo for example (I remember seing a freeware version too. But generally after trying, I find these program less useful than just fiddling on the texture, but that's just me. Yep -- I'm aware they exist, but I think one specifically for pixel art on 3D surfaces would have to be different, since you're worried more about controlling the size and orientation of pixels on the surface (instead of just letting them all be 'small enough'). I also think it might be a bit less weird to pixel on 3D surfaces than it is to paint on them, but I'm not sure. (Tattoo also is for models with existing UV maps, I would rather automatically generate that.) Hm, but in 3d you always have to consider how the surface of your model will unwrap into a two-dimensional texture. Perhaps it could work with very low-poly models if the software internally just maps every surface to its own area on the texture map... I'm not so sure.
Yep, the program would need to automatically find a UV mapping and adjust it to match user inputs. Anyway, I'll try implementing what I'm thinking of and post in a new thread about it if it goes well
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Annabelle Kennedy
Awesomesauce
Level 8
♥Android Love♥
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« Reply #45 on: September 08, 2008, 10:04:29 AM » |
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(Tattoo also is for models with existing UV maps, I would rather automatically generate that.)
Yep, the program would need to automatically find a UV mapping and adjust it to match user inputs.
i dont realy know a lot about 3d.. but what i have seen, is that auto generated 'uv unwraps' are nightmarishly un organized and generally unusable
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Saker
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« Reply #46 on: September 08, 2008, 12:05:50 PM » |
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(Tattoo also is for models with existing UV maps, I would rather automatically generate that.)
Yep, the program would need to automatically find a UV mapping and adjust it to match user inputs.
i dont realy know a lot about 3d.. but what i have seen, is that auto generated 'uv unwraps' are nightmarishly un organized and generally unusable yes ... you r right .. but for the very low poly models it would be good .. and this is what is needed for doing a pixeled texture
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Zaphos
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« Reply #47 on: September 08, 2008, 01:20:15 PM » |
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i dont realy know a lot about 3d.. but what i have seen, is that auto generated 'uv unwraps' are nightmarishly un organized and generally unusable
Well, it shouldn't matter if I don't expose that to the user -- the whole idea is that I don't want to look at a uv map, I just want to look at the model. But I do think I could do a reasonable quality semi-automatic uv unwrap for low poly surfaces.
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ChevyRay
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« Reply #48 on: September 09, 2008, 01:18:45 AM » |
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Awesome coffee cup, Anna :D
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Derek
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« Reply #49 on: September 16, 2008, 02:01:16 PM » |
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Welp, guys, I just did my first textured 3d model ever, in Blender. Say hello to "Dude-Head" the goblin. :D
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increpare
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« Reply #50 on: September 16, 2008, 02:08:13 PM » |
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Welp, guys, I just did my first textured 3d model ever, in Blender. Say hello to "Dude-Head" the goblin. :D ARROE DUDE HEAD (his nose looks a little bit funny in the top left version. it has a lot of personality though; I can imagine myself growing to love/hate that face over the course of a full game. Are you going to animate it, add a torso, or?)
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Derek
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« Reply #51 on: September 16, 2008, 02:14:43 PM » |
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Haha, yeah, his head is really pointy. :D
But no, I just did this for practice. I'll probably do a few more heads to get comfy with Blender before I try anything like a torso.
Thanks for the feedback!
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Gnarf
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« Reply #52 on: September 16, 2008, 02:17:10 PM » |
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You're obviously making a turn-based dungeoncrawler! I can tell from the model that it's turn-based!!
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moi
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« Reply #53 on: September 16, 2008, 03:59:59 PM » |
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nice texture
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subsystems subsystems subsystems
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Farmergnome
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« Reply #54 on: September 16, 2008, 05:44:29 PM » |
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sik head dude, something about his eyes dont sit right, but apart from that its awesome.
edit: I think they need more gloss n shadow or something, cant put my finger on it though.
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« Last Edit: September 16, 2008, 05:49:39 PM by Farmergnome »
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Derek
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« Reply #55 on: September 17, 2008, 03:11:03 AM » |
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Thanks, guys! @Farmer: I think I know what you mean. They look pretty flat! ( EDIT: By the way, it'd be kickass if you posted some of your stuff, man! ) Here's my new one: It's still just a head, but it's a bit more complex. UV Unwrapping is pretty tricky, and there's obviously a lot to learn there. My texture is still getting stretched in some bad places, like that metal thing on his head and his eyes. Does anyone have any tips?
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« Last Edit: September 17, 2008, 03:18:45 AM by Derek »
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medieval
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« Reply #56 on: September 17, 2008, 05:31:49 AM » |
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Your mind-blowing facemelting awesomeness is mind-blowing and facemelting.
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dmoonfire
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« Reply #57 on: September 17, 2008, 05:42:05 AM » |
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That is amazing work. I've been messing around with Blender this week (baring distracting wife techniques) and haven't even remotely figured out the UV unwrapping. I'm still working on how to make tentacles. Did you use the sculpt tool for the face or build it from an image? Amazing work.
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Hajo
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« Reply #58 on: September 17, 2008, 05:42:50 AM » |
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Sometimes I put way too much effort into creating things that are merely decorations for my games. It's 3D art, but not polygonal and prerendered to be converted to 2D sprites later. A tulip shaped glassAlien type blacksnail shell
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Per aspera ad astra
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Saker
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« Reply #59 on: September 17, 2008, 05:57:05 AM » |
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derek doing 3D stuff will your hot-new-coming-project be in 3d?? anyway ... here is the hero of my current project :-
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