Showing posts with label corel. Show all posts
Showing posts with label corel. Show all posts

Friday, January 15, 2010

PAINT WORKS for XAVAGE released!

PAINT WORKS KIT for XAVAGE GTR and XCR have been released at my website. For all 4x4 EVO fans, Track Mania and modeler/modders/fans you can head to http://www.supermotoxl.com and go to PAINT WORKS page to dowbnload eidtable texture templates to decorate and paint your favorite XAVAGE. For the first time i release an uncompiled raw CPT (Corel Photopaint Templtes) format which contain layers of object with several attributes of "MERGE MODES" to maintain the texture quality and standard.
Enjoy.

Monday, February 11, 2008

PART 29: Interior cockpit texturing

Yawn*** i felt tiread already, seeing the clock now is 12.15am already time to get back to bed and recharge myself because later morning i have to wake up and get back to the office for normal work. Ok so today i just fninish up final touch up on texture work for the cockpit section of the vehicle. Its was a bit difficult work because this texture uses shared texture it mean more than dozen parts uses same texture location on a very small scale area just to save up some space for other parts to reside, gald it was a success work for today. Tomorrow that is Monday i should continue working on under carriage parts and and front hood engine compartment..that will be after i came back home after office work. This should be easy task since i'll be using back some old parts from 2 years old XENO....yeah...worth it. zzzz.....zzz... tired need to get back to sleep. G'nite.

Saturday, February 09, 2008

PART 26: Texture templating done! Next step


After paint coating the models and photopainting the models body finally we got a clean basic texture templates ready for detailed texturering and decoration. But i have to put another step that is UV mapping first to map or wrap the texture on the models body meshes. This need to be accurately place properly. A good UV mapping will produce smooth proper reflection surface when shiny render are projected on real 3d scene generated by either game engine or the 3d program itself. On the texture there are 7 panels on the models need to be UV mapped. Normal modeler just simply mapped it using grid style, i'm however using point to point wireframe mapping which is 100% more accurate then conventional UV mapping with is good for variable texture sizing shift when other modeler try to convert this models into various texture size and resolution. Ok lets get on with it!...