Author Topic: [WIP] GTD Nuadha  (Read 35146 times)

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Offline DahBlount

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That's what I figured. Capships like the Hecate and Orion use multiple tile maps and they are applied to specific regions of the ship, so I am stuck using a texture for each kind of turret as well as the hull.

I'm pretty much gonna get started on UV mapping right now since I don't see any arguments against my current turret layout. Full steam ahead!!!
<Axem> yet still more insightful than #hard-light

<Axem> jad2.23 will just be cat videos

<DahBlount> So
<DahBlount> JAD2.2 is like that
<Axem> maybe
<Axem> it can be whatever you like!
<DahBlount> A Chocolate Sundae?
<Axem> sure

My models: GTF Gilgamesh - GTD Nuadha [Redesigning] - Ningirama [WIP] - GTG Zephyrus

 

Offline Lepanto

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You should be able to put all the turrets into the same UV layout and texture.
"We have now reached the point where every goon with a grievance, every bitter bigot, merely has to place the prefix, 'I know this is not politically correct, but...' in front of the usual string of insults in order to be not just safe from criticism, but actually a card, a lad, even a hero. Conversely, to talk about poverty and inequality, to draw attention to the reality that discrimination and injustice are still facts of life, is to commit the sin of political correctness. Anti-PC has become the latest cover for creeps. It is a godsend for every curmudgeon and crank, from fascists to the merely smug."
Finian O'Toole, The Irish Times, 5 May 1994

Blue Planet: The Battle Captains: Missions starring the Admirals of BP: WiH
Frontlines 2334+2335: T-V War campaign
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Player-Controlled Capship Modding Tutorial

 

Offline DahBlount

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Yeah I did a render and when I assign the textures to the main hull as a single material, all the textures (that I've made so far) get rendered properly across any subobjects with the same Smart UV Layout. There will still be quite a few textures, I'm guessing around 6 diffuse. Thankfully I will only have to make one glow, shine, and normal map. 9 textures is a terrifying amount, don't you think?
<Axem> yet still more insightful than #hard-light

<Axem> jad2.23 will just be cat videos

<DahBlount> So
<DahBlount> JAD2.2 is like that
<Axem> maybe
<Axem> it can be whatever you like!
<DahBlount> A Chocolate Sundae?
<Axem> sure

My models: GTF Gilgamesh - GTD Nuadha [Redesigning] - Ningirama [WIP] - GTG Zephyrus

 

Offline Droid803

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You do not need 6 diffuse maps.
Could probably get away with 2, 3 tops : 1-2 for the hull (perhaps one for the debris), and one for all the textures, (each with their respective glow/shine/normal), so about 9-12 textures in total (3-4 base textures - what you see in PCS2). If your UVs don't fit well, either use a larger texture, or pack those islands better.
You don't really want to use a diffuse texture without its accompanying shine/normal maps, really - it will be noticably lacking especially next to ones that do.
(´・ω・`)
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Offline DahBlount

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That leaves me with the question of how to fit multiple UV maps into a single texture. In Blender for some reason it is impossible to just UV all the sub objects at once.
<Axem> yet still more insightful than #hard-light

<Axem> jad2.23 will just be cat videos

<DahBlount> So
<DahBlount> JAD2.2 is like that
<Axem> maybe
<Axem> it can be whatever you like!
<DahBlount> A Chocolate Sundae?
<Axem> sure

My models: GTF Gilgamesh - GTD Nuadha [Redesigning] - Ningirama [WIP] - GTG Zephyrus

 

Offline Droid803

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You using an automatic UV or something? (that's horrible, automatic UVs suck)
Not that I know anything about how blender works but I don't see why you couldn't do it manually.
(´・ω・`)
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Offline DahBlount

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No, I always adjust UVs personally.My problem is that Blender doesn't read subobjects grouped together as one object. Basically you have to UV the hull, turrets, and turret arms as desperate maps.
<Axem> yet still more insightful than #hard-light

<Axem> jad2.23 will just be cat videos

<DahBlount> So
<DahBlount> JAD2.2 is like that
<Axem> maybe
<Axem> it can be whatever you like!
<DahBlount> A Chocolate Sundae?
<Axem> sure

My models: GTF Gilgamesh - GTD Nuadha [Redesigning] - Ningirama [WIP] - GTG Zephyrus

 

Offline Droid803

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fuse em then split em back up (then duplicate turrets and turret the thing as necessary)?
(´・ω・`)
=============================================================

 

Offline DahBlount

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After some looking around, I believe that is pretty much spot on because UV data is preserved over images, so I could make the sub objects into a single object and then UV map as one object. What you end up with is a texture that contains all the UV data of the objects as one piece but when you reseparate them, the maps stay in the same position on the texture with the same dimensions.
Basically, I have a lot of work to do. No big deal though, it was going to be a painstaking process anyways.
<Axem> yet still more insightful than #hard-light

<Axem> jad2.23 will just be cat videos

<DahBlount> So
<DahBlount> JAD2.2 is like that
<Axem> maybe
<Axem> it can be whatever you like!
<DahBlount> A Chocolate Sundae?
<Axem> sure

My models: GTF Gilgamesh - GTD Nuadha [Redesigning] - Ningirama [WIP] - GTG Zephyrus

 

Offline Droid803

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yeh, uvmapping is long tedious and boring
and isn't to mentally stimulating as well, it's kind of like, the most boring part of making models
its no surprise why many people just stop at a complete mesh and then sit around waiting for other people to UVmap for them, etc.
(´・ω・`)
=============================================================

 

Offline DahBlount

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And then no work gets done.
<Axem> yet still more insightful than #hard-light

<Axem> jad2.23 will just be cat videos

<DahBlount> So
<DahBlount> JAD2.2 is like that
<Axem> maybe
<Axem> it can be whatever you like!
<DahBlount> A Chocolate Sundae?
<Axem> sure

My models: GTF Gilgamesh - GTD Nuadha [Redesigning] - Ningirama [WIP] - GTG Zephyrus

 

Offline esarai

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What I do is bake AO or something onto the texture and then use that to guide my placement of other objects' UVs.  Blender is supposed to have a 'draw multiple objects' function in the UV editor, but for some reason that function does not work.  Infuriating.
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<Axem>   did anyone catch jesus' birth certificate?
<Nuclear>   and jesus didnt actually give the 5000 their fish...he gave it to the romans and let it trickle down
<Axem>and he was totally pro tax breaks
<Axem>he threw out all those tax collectors at the temple
<Nuclear>   he drove a V8 camel too
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Offline The Dagger

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For UV mapping different objects into one UV there's a new addon called Texture Atlas included since Blender 2.68.
Instruction on the 2.68 release notes and/or blender wiki.

 

Offline DahBlount

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It's little bit late for all this. Already have the texture started in GIMP.
<Axem> yet still more insightful than #hard-light

<Axem> jad2.23 will just be cat videos

<DahBlount> So
<DahBlount> JAD2.2 is like that
<Axem> maybe
<Axem> it can be whatever you like!
<DahBlount> A Chocolate Sundae?
<Axem> sure

My models: GTF Gilgamesh - GTD Nuadha [Redesigning] - Ningirama [WIP] - GTG Zephyrus

 

Offline DahBlount

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Nevermind, strange magic is afoot with the (failed) texture. I'm currently in the middle of learning how to use that Texture Atlas. I'll let you know how it goes.
<Axem> yet still more insightful than #hard-light

<Axem> jad2.23 will just be cat videos

<DahBlount> So
<DahBlount> JAD2.2 is like that
<Axem> maybe
<Axem> it can be whatever you like!
<DahBlount> A Chocolate Sundae?
<Axem> sure

My models: GTF Gilgamesh - GTD Nuadha [Redesigning] - Ningirama [WIP] - GTG Zephyrus

 

Offline DahBlount

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Okay, so Texture Atlas does not work with parented sub objects. Whenever I try to unwrap it fuses them into one object which is not what I need.
<Axem> yet still more insightful than #hard-light

<Axem> jad2.23 will just be cat videos

<DahBlount> So
<DahBlount> JAD2.2 is like that
<Axem> maybe
<Axem> it can be whatever you like!
<DahBlount> A Chocolate Sundae?
<Axem> sure

My models: GTF Gilgamesh - GTD Nuadha [Redesigning] - Ningirama [WIP] - GTG Zephyrus

 

Offline The Dagger

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When you hit "start manual unwrap" it will fuse all your objects but hitting "finish manual unwrap" will separate them again even with parented objects. It works well for me. However, do not start manual unwrap if some of the objects on the map are hidden... it'll probably crash blender.

 

Offline DahBlount

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Well crap. Thanks for letting me know. Big help. Lettuce see what happens now.

How does one AO Bake to the Atlas UV?
« Last Edit: October 23, 2013, 07:40:15 pm by DahBlount »
<Axem> yet still more insightful than #hard-light

<Axem> jad2.23 will just be cat videos

<DahBlount> So
<DahBlount> JAD2.2 is like that
<Axem> maybe
<Axem> it can be whatever you like!
<DahBlount> A Chocolate Sundae?
<Axem> sure

My models: GTF Gilgamesh - GTD Nuadha [Redesigning] - Ningirama [WIP] - GTG Zephyrus

 

Offline The Dagger

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The easiest way is to bake the objects one by one. Just remember to uncheck the "Clear" case after the first one so you don't loose your progress. Another way to do it is to export everything by pieces and use GIMP or Photoshop.

 

Offline DahBlount

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So I would end the unwrap and then re select everything individually and Bake?
<Axem> yet still more insightful than #hard-light

<Axem> jad2.23 will just be cat videos

<DahBlount> So
<DahBlount> JAD2.2 is like that
<Axem> maybe
<Axem> it can be whatever you like!
<DahBlount> A Chocolate Sundae?
<Axem> sure

My models: GTF Gilgamesh - GTD Nuadha [Redesigning] - Ningirama [WIP] - GTG Zephyrus