CaptainCrazy Posted August 1, 2013 Share Posted August 1, 2013 It's always fun going back and deleting edges and faces that aren't needed, i just tend to do it as i go along though. ChalklYne likes this Link to comment
ChalklYne Posted August 3, 2013 Author Share Posted August 3, 2013 1634 verts... 1 texture heres an ao render so you can see the uvmap better Link to comment
Szico VII Posted August 3, 2013 Share Posted August 3, 2013 JKA Wont load models with over 1000 verts will it? Link to comment
minilogoguy18 Posted August 3, 2013 Share Posted August 3, 2013 No it wont, he'll have to break the model up. Another thing people tend to forget is that the GLM format breaks edges along UV boundaries increasing the vertex count even more. Link to comment
ChalklYne Posted August 3, 2013 Author Share Posted August 3, 2013 its 4 objects 1 texture nothing over 500 verts Link to comment
ChalklYne Posted August 3, 2013 Author Share Posted August 3, 2013 maybe we've overlooked the point... do you see that UV map?! rofl it was a nightmare Link to comment
minilogoguy18 Posted August 3, 2013 Share Posted August 3, 2013 Well it's hard to see everything because of all the dark settings, I don't have any trouble UV mapping, it's just boring. ChalklYne likes this Link to comment
ChalklYne Posted August 3, 2013 Author Share Posted August 3, 2013 Well I have always had trouble with uvmaps so this one is kind of my graduation from fretting uv's I usually take my time on them so I'm not so bored.. i'll do a peice or two, then do something else. Yeah it sucks Link to comment
minilogoguy18 Posted August 4, 2013 Share Posted August 4, 2013 Just use a good checkerboard texture and get everything to be uniform. Planar mapping and island heal are your friends when UVing hard surface models. Link to comment
ChalklYne Posted August 6, 2013 Author Share Posted August 6, 2013 I lost that UV map roflhad to start uv unwrapping it over last night =/bastards!I overwrote a few .obj's and froze the modelling in my xsi scene... that was all she wrote a few things were stretched a bit and it was upsetting me anyways. No worries. might turn out better to be honest Link to comment
ChalklYne Posted August 19, 2013 Author Share Posted August 19, 2013 Wrapping up these textures and moving on to the hangar peices it's texture map so far is pretty wicked. can o sardines @ 2048 XDStill plenty to do therfiles likes this Link to comment
Pande Posted August 20, 2013 Share Posted August 20, 2013 Around the circular area, the 4th panel from the left looks quite odd as if misaligned on the UV. Also why one megatexture? Any time you have a rectangular surface you ought to be using a new texture for that so you have 0 negative space, it means more resolution room + more chance to reduce overall image sizes. By the way, was that mirror floor a real mirror or was it the duplicated geometry technique? I ask because you seemed to have more than 1 surface with the mirror, which in my experience is not possible in the same PVS, but I kept feeling like maybe I did it wrong. If this is indeed a mirror, please contact me as I'd like to correct my past mistakes particularly for DotF (the pit in the middle means multiple surfaces). Oh, one other thing is i'd advise you from over-lighting your model in the textures. Ingame, you will either have to not have a lightmap on the model (therefor meaning you must be *perfect* with your model's baked in lighting) and also create lightJunior spotlights everywhere (they only light the player) or put normal lights and 'double' your lighting. Either way, you need to light the player some how. Lighting the entire model with baking seems appealing but you can't forget that the player is going to be completely black if you do this! Link to comment
ChalklYne Posted August 20, 2013 Author Share Posted August 20, 2013 ahhh i see.. and the floor is a mirror shader, the rest are env shaders that i positioned myself looking directly in their reflection path, print screened it, and made env maps from where they should be oriented. thanx for the advice it is a lot to take in so ill be going over this a few times before i come back and tell you if i fully understand. thx man Link to comment
CaptainCrazy Posted August 20, 2013 Share Posted August 20, 2013 Looks pretty nice! ChalklYne likes this Link to comment
ChalklYne Posted August 20, 2013 Author Share Posted August 20, 2013 @@Pande as for the megatexture, its only 2048. I figured one 2048 was better than like 3 or 4 1024's. Doesn't the engine have to call up an instance of each texture? making longer load times and lagging problems?essentially, i figured if I had a whole map with maybe only 10 textures, the engine would benefit Link to comment
minilogoguy18 Posted August 21, 2013 Share Posted August 21, 2013 1 high resolution PNG>multiple mediocre JPEG's. therfiles likes this Link to comment
Pande Posted August 21, 2013 Share Posted August 21, 2013 No, it doesn't quite work that way. Each pixel of a texture is loaded into video memory, and referenced by surfaces. Doesn't matter if you have 20 surfaces with that texture or just one. Link to comment
ChalklYne Posted August 21, 2013 Author Share Posted August 21, 2013 thanx for clearing that up. good to know. im really trying to save fps wherever i can Link to comment
Pande Posted August 22, 2013 Share Posted August 22, 2013 1 high resolution PNG>multiple mediocre JPEG's.So what then about multiple 'non-mediocre' PNGs ? No one brought up a change in image format.. Link to comment
ChalklYne Posted August 24, 2013 Author Share Posted August 24, 2013 A bit of progress. Theres a couple base textures playing the part. They'll be swapped out when I get there. Circa and Omicron like this Link to comment
Omicron Posted August 24, 2013 Share Posted August 24, 2013 It's look so sweet ingame! ChalklYne likes this Link to comment
ChalklYne Posted August 24, 2013 Author Share Posted August 24, 2013 here's a little bit of cleanup I still have 2 of the exterior models to import into Radiant until that's done... and the door seems too small so I'll be adjusting that and re-importing that model.. Just finished unwrapping the catwalks just have a stand in texture for now and setting up most of the alpha planes for the ceiling work About to go rig and test out that Death character, then finish up the TIE fighter and misc. parts of the hangar Tempust85, Stoiss, Omicron and 2 others like this Link to comment
therfiles Posted August 24, 2013 Share Posted August 24, 2013 [Everything Chalk does] So tasty. spior, Circa, Setlec and 2 others like this Link to comment
Omicron Posted August 24, 2013 Share Posted August 24, 2013 So tasty.Aye, it does indeed look sweet. ChalklYne likes this Link to comment
Stoiss Posted August 24, 2013 Share Posted August 24, 2013 awesome work there Tempust85 and ChalklYne like this Link to comment
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