pakled opened this issue on Aug 31, 2009 · 14 posts
LaurieA posted Tue, 01 September 2009 at 11:00 PM
Quote - Please excuse the crudity of the model - Dr. Emmett Brown...;)
Ok, here's a sample of the texture I created...there's one for each section between the frame (I think there's about 8 or 9 all told for the whole megilla). A later version had black borders slightly larger, which gave it some more definition. Now if I only remembered where I saved them...;)
The trick is to get more realistic textures, I suppose. I'd like to get more detail on spaceships (and Little Dragon found a couple of tuts to do so, albeit in Photoshop...;)
So the main thing is having the textures set the scale of the model. I'm sure it can be done, I just suppose that the trick is learning how to texture well. Stuff like Stephan Morrell, Uzilite, Kozaburo, etc., (well, not to leave anyone out, but I've likely got something from everyone here, so thank you...again...;)
Ya know, I think my real first problem is how to apply textures evenly. I've been working on getting the model here mapped (in Wings, straight on, in Camera mode, which seems to give the finest detail per jpg...;)
I've seen how it's done in UVMapper classic (most of my attempts to use that give me designs that look like a streetmap of Downtown Boston...;), and I've tried to extrapolate that to Corel Draw..
I'll take on some of the tutorials, the sites, etc., and see what I can come up with. I could flood Freestuff with hundreds of models, if I thought they were good enough...muwhahaha...;) ahem...;)
I'll be back...promise...
Have you tried breaking the item up into more than one UV map? If you have a model that has lots of "parts" and you try and fit them all on one map, then detail is definitely gonna suffer ;o). Sometimes you can't just "squish" all those different parts onto one map...lol. They're all gonna be tiny.
Laurie