Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Sandwich on April 12, 2004, 11:44:24 am
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It's for an SOC capital ship, around 1.3km long. It's not a high-poly ship per se - only has 2500 polys. And that's all you get. :D
We're looking for someone who has experience in UV mapping and can texture fairly well. *looks in Venom's direction* :p
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Sorry, have to finish the eze, then upgrade the fenris mapping.
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Hey, that's perfectly ok - it's the Ezechiel's fault that I'm looking in your direction to begin with - I didn't know you could texture like that! ;)
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Just have someone make the actual map, and I can UV it. As I keep telling you...! Damnit!
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The UV process is first, correcto?
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Sometimes, if you use tiles it can go the other way around.
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Originally posted by Sandwich
The UV process is first, correcto?
Depends.
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There's advantages either way. :)
UV first means you have a nice template you can draw on and view on the model as you draw it.
UV last means you have to work on the map with a bit more guesswork, but it also means it's easier to tweak and correct any errors with the UV itself.
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well, I do it area by area:
I render the part I want to map, I paste it on the texture, UV map that with the unwrapper, draw over the texture ( while looking in max to check how it looks like ), in the end, if needed, I adjust with unwrapper again.
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Originally posted by Nico
well, I do it area by area:
I render the part I want to map, I paste it on the texture, UV map that with the unwrapper, draw over the texture ( while looking in max to check how it looks like ), in the end, if needed, I adjust with unwrapper again.
Huh, ok, so that initial render to get the base map to work with would be from an orthogonal POV, correct? What kind of lighting, just plain ambient?