Showing posts with label uv mapping. Show all posts
Showing posts with label uv mapping. Show all posts

Saturday, April 26, 2008

UV mapping done, now to the next stage…detailing and patching.


Here we got a pretty uneven UV patched texture with some borderlines of different color shading. First need some paint skills to make the color gap even, then later I will add extra details like door lines, grooves, body rivets, grilling, object shadows and some necessary details to make the models looks real and authentic.

Friday, April 25, 2008

UV Mapping & texture templating


I've just done creating texture templates for wrapping the models meshes. Now comes to UV mapping process to map all unmapped 3d meshes. I used non-linear UV mapped which is most effective way to minimized the used of texture on the templates and increase the use of detailed texture per-pixel. Non-linear is an advantage but will be disadvantage for some game simulator or some game which enables linear mapping for custom ingame texture painting. As for me what the heck i just do what i'm capble of. Beside you can simply re-edit/repaint manually the texture either in TGA, DDS, TIF or any supported format for models under respective game port.

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!...