Bek Posted January 27, 2016 Posted January 27, 2016 So lately I've been trying to texture this axe. And I've been having some problems: https://jkhub.org/images/CnqOgKq.png?1 As you can see the top part of the axe is ok, but the bottom part is kinda wonky. The hilt of the axe is supposed to be made of leather, but when I applied the texture, it looks kinda strange. Here are the uvs for the hilt: https://jkhub.org/images/dnEqD5P.png?1 Clearly the uvs are kinda messed up, but I have no idea how to correctly add a seam that will make the uvs look proper. If anyone has any ideas on how to map it properly, then let me know please.
Langerd Posted January 27, 2016 Posted January 27, 2016 (edited) So lately I've been trying to texture this axe. And I've been having some problems: https://jkhub.org/images/CnqOgKq.png?1 As you can see the top part of the axe is ok, but the bottom part is kinda wonky. The hilt of the axe is supposed to be made of leather, but when I applied the texture, it looks kinda strange. Here are the uvs for the hilt: https://jkhub.org/images/dnEqD5P.png?1 Clearly the uvs are kinda messed up, but I have no idea how to correctly add a seam that will make the uvs look proper. If anyone has any ideas on how to map it properly, then let me know please.Hmm First I dont know if it is good idea but the model look very detail and many verts is created. Also You can try this method (i am not profesional modeler so dont know hot models will look with it) It would not only (i think ) remove some verts but also make better look of the uv Edit: Or just use two textures instead. Edited January 27, 2016 by Langerd Bek likes this
Langerd Posted January 28, 2016 Posted January 28, 2016 Thanks @@Langerd!Does it .. work? Bek likes this
Psyk0Sith Posted January 28, 2016 Posted January 28, 2016 Learn how to UV map correctly. If your package has a "flatten" UV option in the editor then use that and manually stitch back the seams, that's the only way to get distortion free UV'S. Placing your seams where they are hidden reduces the obvious break in the UV's (and texture projection in a painting app) AshuraDX and Bek like this
Bek Posted January 28, 2016 Author Posted January 28, 2016 Does it .. work? Well I haven't yet applied it to the model, but what I have been doing is reorganizing the Uvs to fit the map. I did test out your method on a cylinder and I think it'll work for the lowpoly version of it. I'll post it here when I'm done. As of right now I have to deal with schoolwork. Learn how to UV map correctly. If your package has a "flatten" UV option in the editor then use that and manually stitch back the seams, that's the only way to get distortion free UV'S. Placing your seams where they are hidden reduces the obvious break in the UV's (and texture projection in a painting app)I haven't seen that option for blender, but I'll look for anything similar to it. What do you mean by hidden?
Artemis Posted January 29, 2016 Posted January 29, 2016 Hide the UV seam. When you're unwrapping a mesh, you generally want to put the seam where it's not obvious. I'd say run it along the inside curve of that handle, then maybe another seam along the bottom, depending on how it's set up. Bek likes this
Langerd Posted January 29, 2016 Posted January 29, 2016 Quick question - are You using two textures? Or only one?
Bek Posted January 29, 2016 Author Posted January 29, 2016 Quick question - are You using two textures? Or only one?I'm using two different textures, for two separate models. Langerd likes this
Bek Posted January 30, 2016 Author Posted January 30, 2016 I decided to go with @@Langerd's advice and reduce the verts on the model. Now all I have to do is bake the textures and add shaders. https://jkhub.org/images/KJM8bYZ.png Edit: updated with textures. https://jkhub.org/images/JxAkkwe.jpg
Langerd Posted January 30, 2016 Posted January 30, 2016 I decided to go with @@Langerd's advice and reduce the verts on the model. Now all I have to do is bake the textures and add shaders. https://jkhub.org/images/KJM8bYZ.png Edit: updated with textures. https://jkhub.org/images/JxAkkwe.jpg Daymn O.O That still looks very complicated. Is it possible for You to send me it? Bek likes this
Bek Posted January 30, 2016 Author Posted January 30, 2016 Daymn O.O That still looks very complicated. Is it possible for You to send me it?Sure here you go, the textures still aren't perfect, but it better then it was before.https://www.dropbox.com/s/067cbbuw8dhozdw/Axe.rar?dl=0
Solution Langerd Posted January 30, 2016 Solution Posted January 30, 2016 First: I think that in some places Your model is too detail. It is not only good for the game but also makes Uv more complicated - Specially when You have very thick elements .Second: This is the old game and some models will not be in front of the player eyes. You dont need to make texture 100% nice and clear laying on the model (see for example clones made by neomarz1 - http://jkhub.org/files/file/601-clones-ultima-vm/ )So in these thick , narrow places there is no need to make them detail looking (in most situations)Third: Make these UVs more plane looking. Making it many small parts is harder to make them connected. Specially when You want to make a smooth connection. When the uvs are made in parts it is hard... they are too seperated.AND very very imprtant thing! There is no need to make the model like You made on top.And last thing. Hmm .. When You have elements that are similar or just looking the same - they can use the same texture I just take the Uv on the right and place it on the same looking object's uv to make them look the same. This is not making good effect when the similarity is very visible and when they are next to each other (nobody like the repetetive textures becasue they look ugly :S)So i hope that will help Also for bonus ... I have textured Your model today in 3 hours. I am learning some new stuff and Your model was great lesson for that 83Some screens of the UV how i made and screens of my modelI am just self learner so i am not advance modeler. Check some tutorials about Uv and modeling! Stoiss and Bek like this
Langerd Posted January 30, 2016 Posted January 30, 2016 Ah about this top thing...In some situations the model parts can be as one object but they are not needed to be directly connected. Keep that on mind that the models limits are not only verts! Triangles have a big role here too. Bek likes this
Bek Posted January 31, 2016 Author Posted January 31, 2016 Thanks so much @@Langerd, I've been spending the past couple of months trying to texture some of my models, but had very little success. Your tutorial, however, has helped me out immensely . I also now see the benefits to making things much more lowpoly. Btw: the model looks awesome now! Edit: @@Langerd, could you send the model over, so I can study from it. Langerd likes this
Langerd Posted January 31, 2016 Posted January 31, 2016 Thanks so much @@Langerd, I've been spending the past couple of months trying to texture some of my models, but had very little success. Your tutorial, however, has helped me out immensely . I also now see the benefits to making things much more lowpoly. Btw: the model looks awesome now! Edit: @@Langerd, could you send the model over, so I can study from it.https://www.dropbox.com/sh/6r0coa0kpbht8cm/AACMYMC7WjWFH01daTafdyd5a?dl=0 Here You go Btw is there any chance too upload my version of the axe? Bek likes this
Bek Posted February 1, 2016 Author Posted February 1, 2016 https://www.dropbox.com/sh/6r0coa0kpbht8cm/AACMYMC7WjWFH01daTafdyd5a?dl=0 Here You go Btw is there any chance too upload my version of the axe?No problem go right ahead!Would you know of any tutorials that show you how to import blender models into jka?
Langerd Posted February 1, 2016 Posted February 1, 2016 https://www.youtube.com/watch?v=SRtn9KO0omYhttps://www.youtube.com/watch?v=Lu7xUFdssjkHere You go Ok! So i will upload it maybe tommorow and Give You all the credit for the model Bek likes this
Bek Posted February 1, 2016 Author Posted February 1, 2016 Thanks for all your help everybody!! @@Langerd, @@Psyk0Sith, @ Langerd likes this
Bek Posted February 2, 2016 Author Posted February 2, 2016 I did a reskin with the textures, provided to me by Langerd and uploaded it to Sketchfab. Axe lowpoly (textured) Langerd likes this
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