Author Topic: Experimental Project  (Read 12863 times)

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Offline Nyctaeus

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Re: Experimental Project
Check Ctrl + Shift + Alt + M to select non-magnifold edges, and check the edges around missing faces. This causes problems like this sometimes, but not likely this time. Try removing doubles and recalculate normals on your model.
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Offline cahdoge

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Re: Experimental Project
 The texuring willtake a while but I'm getting closr....



(to undersand texuring in blender at all.) :snipe:
« Last Edit: July 05, 2014, 07:05:18 pm by cahdoge »
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Offline z64555

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Re: Experimental Project
You don't do the actual texturing in Blender, all you really do is a UVW mapping. You can do some Vertex coloring, but that's not going to be detailed at all.

You first map the model, create a blueprint of sorts that shows where your wireframe is, and then you use a image editor of your choice such as Photoshop or GIMP to make the actual texture.
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Offline cahdoge

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Re: Experimental Project
You know that texturing a model that is verry complex and dispalayed very huge by UV-mapping and using one texture is verry inefficent and uses a lot of graphical memory.

It's better to tile the texture so i can use a 750x750 texture and it looks detailed. When i do it the way you tell me i would have to use a texture with arund 10000x10000.
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Offline Droid803

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Re: Experimental Project
Do you know that tiled textures generally look awful regardless of how "detailed" it is?
It is not better to use a tiled texture.

You might want to tile parts of a uvmap texture, but don't use tiles...that's an archaic method of texturing things as far as FS modding goes...
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Offline Nyctaeus

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Re: Experimental Project
It's not a crime if you're using tile textures under one condition: Model is UVed on single, big map [or 2 big ones] and you're using parts of tile textures and copypaste them on actual uv islands. Many textures was made using this method, or baked. Everything is permitted as long, as you care about total amount of textures used by the model. The smaller the count - the better it is for the engine.
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Offline Aesaar

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Re: Experimental Project
You know that texturing a model that is verry complex and dispalayed very huge by UV-mapping and using one texture is verry inefficent and uses a lot of graphical memory.

It's better to tile the texture so i can use a 750x750 texture and it looks detailed. When i do it the way you tell me i would have to use a texture with arund 10000x10000.
It won't look detailed, it'll look terrible.  For tilemapping to look even slightly passable, you need a whole lot more than just one texture.  And even then, the detail will look really washed out.

UV mapping is both more efficient and looks better.  Actually, IMO, a UV mapped flat grey texture with baked ambient occlusion looks better than any feasible tilemapping, and that'll remain the case until FSO can do real-time AO.

Betrayal's idea is how I did my TEI ships originally.  It's a good place to start, and is a massive improvement over standard tilemapping because, as I said, having baked AO and glows makes a world of difference.
« Last Edit: July 06, 2014, 08:30:07 pm by Aesaar »