Showing posts with label texturing. Show all posts
Showing posts with label texturing. Show all posts

Thursday, April 03, 2008

Texturing and UV mapping , the wheels finally looks alive!


Ahhh!! check this out. Its done! Fresh from the oven. The rendering, texturing and UV mapping process of texture have completed for the wheel itself. Didn't take that long. Corel and Z-modeler tools always the best choice. It looks awesome! As usual the wheels looks realistic as usual. Handy work hee hee.. Well i guess thats it for today. I'll continue with the body texturing and rendering tomorrow.

New FIREX DS8-XL wheel - phase 2 construct



Ok, its done, fresh mesh with new flange styling for my new concept muscle car wheels. First glance it looks pretty much retro in concept with thick tyres and robust pindle offset but thats how it should blend with the retro looks of the car. I've tried several wheels size, tyre profile size and variable center offset but i decided to choose this spec. This design give a special feeling to retro lover and viewer. It has this muscle thing, hot wheel taste, like looking at Diecast car or toys adored by big boys. Thick drag tyre means business and always a symbol of powerful acceleration and phat factor. It took me 5 hours and extensive brain power to get the wheel right and match the car looks. As planned this wheel model will be called as: "FIREX DS8-XL"
I think thats about it for 3d building task, yay! Finally i can go to next phase: Rendering and texturing. This is my favorite part where this car go *Bling!. But it takes top notch hardware to do that. Yes, its time to pump up the power of Nvidia graphic card. First will render the wheel texturing. Lets go!

Saturday, February 16, 2008

PART 33: Today final UV mapping and texturing task.

Well today suppose to finish up texture UV mapping task which i think i should have enough of it and brush it off my back today. UV mapping all the detailed parts is a heavy task i i just don't want to hang around for another day or two. Today ia a must. Some left over parts include door slabs/sidewall, engine and fender bolts. Later after that i could work on final texture improvement using Corel Photopaint to fix some broken pixel lines and rematching the color and shading. Texture improvement should take about a day till tomorrow morning. My expectation to have fully built truck complete physical appearance on stock configuration should be available for preview this Sunday...but that is only my expectation and estimation.. so no accurate prediction when it will be in a complete form..i'm rushing now.

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 27: Rear texturing work

I've just 50% complete doing texturing work for rear vehicle models. Picture as shown before and after. Lots of decaling and shading work. Each side took estimated 10 hours to work on for the 2nd layer. Expected to have more than 300 layer for this texture models. I'm using old COREL tools for this texturing job. The models looks more alive and real after layer and layers of texture work.

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!...