Author Topic: Hey ALDO!! A few texturing queries for you  (Read 5706 times)

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Offline Nico

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Hey ALDO!! A few texturing queries for you
For my part, I use different numbers of maps depending on the ship, for exemple my NGTA ships usually use multiple maps (coz there's generic maps used on all the ships), but for some others, I use only one map, like on the benkei:

 
SCREW CANON!

 

Offline KARMA

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Hey ALDO!! A few texturing queries for you
venom, i'm still trying to understand how you managed to have such a good detail level of textures for these fighters using only one texture....  
(and also how long it takes to to texture it assigning a specific uvspace for specific group of faces and then moving, scaling etc the textures to have the correct detail in the correct position   )
well i'm not surely at your level i dare...i've started just in october to model for the first time with ts5 and specifically for this proj..i'm still a newbie so, but i feel anyway little stupid trying to understand this secret ritual of texturing

 
Hey ALDO!! A few texturing queries for you
Well, I make no claims to expertise (or anything close!) But I have a question: is there any real disadvantage to using multiple maps? I built my one and only FS2 model and textured it with some idea in my head that a single texture was superior.   Was that not necessarily the wisest decision? I just thought I remembered hearing somewhere about some problems that multi-tex mappers ran into.

It did turn out alright in the end... Go here if you want to take a look. I'm afraid the tex work isn't worthy to be displayed in the open in the same thread as those beauties.  


 

Offline Nico

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Hey ALDO!! A few texturing queries for you
no real difference, just more maps to load when the mission itslef loads i think.
SCREW CANON!

 

Offline Martinus

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Hey ALDO!! A few texturing queries for you
Venom is basically correct, there isn't too much of a performance hit if you use more than one map. There is a big benefit of using fewer maps though, you get a more uniform texturing scheme and it's easier to edit large areas of the model all at once.

The Morrigan started out with two maps:
 
This is the hull, gunpod and cockpit.

 
This is the engines and wings.

You'll notice I outlined the cockpit in the top image, I was unhappy with how the cockpit turned out so I redesigned it. I gave it a map of its own:
 

You'll notice that the texture map for the wings and engines have only one wing and one engine drawn. I overlapped both wings and both engines so what I draw for one automatically applys to the other, this saves a lot of time and makes editing the overall texture scheme for the fighter a whole lot more convenient. The real bonus is that I kept the original mapping scheme for the ship:
 

This is the template for the gun (the other parts are simply superimposed later). This can be quickly imported into photoshop or PSP and an entirely new texture for the gun can be built, this obviously applys to the rest of the model too so anyone can make a new texture map for the ship with ease.
Cool eh?  

 

Offline Grey Wolf

Hey ALDO!! A few texturing queries for you
 
Quote
Originally posted by venom2506:
 
Must...have...BENKEI!
You see things; and you say "Why?" But I dream things that never were; and I say "Why not?" -George Bernard Shaw

 

Offline Nico

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Hey ALDO!! A few texturing queries for you
 
Quote
Originally posted by Grey Wolf 2009:
Quote
Originally posted by venom2506:
Must...have...BENKEI![/B]

You must...wait...OVER THE TOP!  
SCREW CANON!

 

Offline KARMA

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Hey ALDO!! A few texturing queries for you
ok, i can see the point... you adapt the planar uvspace scaling moving and rotating it to have a face or a group of faces mapped with only a portion of a texture....
it is really timewasting i presume...but i think it can be done....my problem is... ts5 i don't know why don't recognize the voodoo2 nor the g200 (they both suck, i know...) so i can use it only in software emulation or in wireframe mode...if you use software emulation...well you can't simply work...too "jumpy"...and in wireframe mode you can only render time by time to see what you are doing but it will be a real pain in the ***  to render after any modification of any uvspace i will use, untile i get the correct position of the texture...brrrrr      

 

Offline mikhael

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Hey ALDO!! A few texturing queries for you
 
Quote
Originally posted by KARMA:
...and in wireframe mode you can only render time by time to see what you are doing but it will be a real pain in the ***  to render after any modification of any uvspace i will use, untile i get the correct position of the texture...brrrrr ...

I assume you're using 'render area' instead of 'render scene' when you're testing your UVs?

------------------
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[I am not really here. This post is entirely a figment of your imagination.]

 

Starwing

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Hey ALDO!! A few texturing queries for you
KARMA, I think you are wrong. What they actually do is apply the fitting UV spaces first with a program like LithUnwrap, which also outputs the correct places for all textures on a template bitmap, that they then use to draw the textures on.

 

Offline KARMA

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Hey ALDO!! A few texturing queries for you
 
Quote
KARMA, I think you are wrong. What they actually do is apply the fitting UV spaces first with a program like LithUnwrap, which also outputs the correct places for all textures on a template bitmap, that they then use to draw the textures on.
     
where can i find this prog (or similar)? is there something like a manual somewhere?
 
Quote
I assume you're using 'render area' instead of 'render scene' when you're testing your UVs?
when you paint more than one face, the faces are rendered during the painting, but it suddenly turn to wireframe as the process is finished, then you have to render all the object to see the result (but you cant rotate, walk etc or it switch again to wireframe...  )



[This message has been edited by KARMA (edited 01-25-2002).]

 

Offline Martinus

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Hey ALDO!! A few texturing queries for you
 
Quote
Originally posted by Starwing:
KARMA, I think you are wrong. What they actually do is apply the fitting UV spaces first with a program like LithUnwrap, which also outputs the correct places for all textures on a template bitmap, that they then use to draw the textures on.

Yes, in theory. Lith is truely excellent but you need to mess around with it a little to get the mapping right. I highly advise this program to anyone who texs, it's 3DSmax's UVW mapping tools except it's user friendly.  


 

Offline Martinus

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Hey ALDO!! A few texturing queries for you
 
Quote
Originally posted by KARMA:
         
where can i find this prog (or similar)? is there something like a manual somewhere?

Use the force Luke!! Or in the case of the force not being available in your area of the galaxy try google  

LithUnwrap

...and an excellent tutorial:
Tutorial!!

[This message has been edited by Maeglamor (edited 01-25-2002).]

 

Offline Nico

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Hey ALDO!! A few texturing queries for you
 
Quote
Originally posted by Starwing:
KARMA, I think you are wrong. What they actually do is apply the fitting UV spaces first with a program like LithUnwrap, which also outputs the correct places for all textures on a template bitmap, that they then use to draw the textures on.

In my case, he's right, 'xcept it's quite quick to do.
SCREW CANON!

  

Offline KARMA

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Hey ALDO!! A few texturing queries for you
thx