(Last Updated: 2024 Aug 27 11:02 am)
looks ..different :) hope they get some good UV's,there's a lot of nice monsters/critters around but without a decent uv map they all fall short. good luck! #6 looks cool btw Stefan
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That's not a Rust Monster, it's a Corrosion Creature, and if "Gazers" are fair game... :) Besides which, the appearance that TSR gave the Rust Monster was not original either. It was, along with the Bulette, based on little plastic monster toys that were common back then (and covered under design patents, not copyrights, thus TSR's ability to use the appearance thereof in a drawing). Even the sizes of the monsters is based on those toys' sizes as compared to 25mm lead figurines.
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ChuckEvans Said: And This is Different From Sera's Thread? It is different, as we are showcasing at the very top of the thread a figure that will be for sale soon and is finished and being shown in use in Poser. However, on exmination of Sera's thread, it doesn't seem, if her figure will be for sale, that it belongs in a seperate location, as she is also showcasing a product, which seems an appropriate activity for a "Product Showcase" forum.
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"See message #1 in this thread: We hire someone :)" any luck finding someone yet? do you still have a low res version of these beasts?..ones that haven' been subdivided. not volunteering but if I were that's the first thing I'd be asking. Stefan
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Well keep me in mind also for helping on these projects. I am at sort of a cross roads at the current time and looking for a change in direction. I find your projects very interesting.
I have the same problems working on my models now that you mention it. I really wish to load them with detail, but I have a problem with too dense meshes my self. I spent the day reserching how to reduce meshes yet keep the detail. I use Rhino (nurbs) as a modeler and it is realatively fast also, but you end up with a too much mesh over the entire model where it isn't needed in order to bring out fine detail. I have been exploring alterantives such as subdivision modeling, but its hard to muster the patience to learn a whole new software package and technique when all I want to do is keep working. What modeler or method is your modeler using?
UV mapping cab be very hard and in some ways its like reverse engionering. One of the advantages of Rhino is that I can get unwrapped maps out of rhino from which I can use as raw material to build my maps. Although when modeling with using your unwrapped map as a uvmap, one has to be careful to keep his isocurves uniform and parallel. My modeling style and choice of projects reflects this. I also tend to model my projects whole rather than a right and left hemosphere in order not to get unwrapped uvmap headaches.
When one does models such as yours using nurbs, your isocurves begin to go crazy and you have so many surfaces and joined together that it makes the unwrapped map useless. One has to fall back on making a series of cylinder maps and joining them with out distortion and in a logical mapping layout that both hides the seams and makes the texturer's work as easy as possible.
I have just noticed that UVMappro has some new features that makes cylinder uvmapping much easier and giving suprisingly great results that rivel or exceed my unwrapped maps with little effort. The only part that takes remarkable skill is joining these cylinder maps together seamlessly. I have reviewed the new uv map demo and I see that it has improved viewing and vertice manipulation to take a lot of the guess work out of the process. I am anxious to apply these tools to a model like yours.
marty
Little Dragon, the newest ver of UVMappro has a wonderfull way of showing you the results of every movement of every vertice on a perspective view of the model as you are doing it. This will be a fantastic tool for this purpose blending sections of the map. I am still using UVMappro 2.0 and so is my partner, I have to buy it shortly. My guess is that the modeler is using nurbs also, lol, enen though XFX-3D hasn;t told us, lol. Right XFX?
Little Dragon, the newest ver of UVMappro has a wonderfull way of showing you the results of every
movement of every vertice on a perspective view of the model as you are doing it.
Yeah, my Ultimate Unwrap3D has similar features. Provides some good feedback while you're working, particularly with regard to seam alignment, texture-stretching, and distortion, but doesn't greatly simplify the task of stitching the pieces together.
Then again, I only recently figured out how to use those interactive 3D widgets which control the position and orientation of the cylindrical UV projection, so I might be missing something obvious.
Those toes and toe nails will be a challange to uvmap because they are folded over one another. Great work, glad you are moving along so quickly. A modeler who models that fast can have a staff of people making his stuff poser ready. LittleDragon: I have Ultimate Unwrap also, but I never tryed to use it over uvmappro. What I use Ultimate Unwrap for mainly is welding seams. marty
Just hoping no one knows that I'm just going through the motions.... ;)
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Message edited on: 03/04/2005 21:55
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I'm the asshole. You wanna be a shit? You gotta go through ME.