Critical Mass :: 3D Action Puzzle Game

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Forum Index - Miscellaneous - Texturing, Before or After?

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-JHawks
Member
JHawks

3 years ago
Hi all,

Today my friend just gave me a brief tutorial on Pelt Mapping and during so, he told me that when he models, he models half the character (assuming its symmetrical), textures it, mirror it and then collapse the stack.

That got me thinking... is that a recommended method? To Texture before applying the Symmetry modifier? I always model first, then mirror it, collapse it then texture it.

What are the pros and cons of each of these methods?

Thanks

JHawks

Knowledge is power

-byder
Member
byder

3 years ago
I do all my texturing before collapsing the stack, I work with a mirrored instance of my model. I sorta keep a mental note when texturing something that may need different details on either side, and just make space for it on the UV..
This is coming from a gaming point of view, to save texture space, but its always a good idea to keep textures neat!!! smile.gif

Don't have much experience with Pelt Mapping, but my understanding of it would really recommend welding the model together... and slicing it down the symmetry line...

~C
a 3d artist's journal
[Link to blog.cunnington.co.za]

-JHawks
Member
JHawks

3 years ago
Yeah well in my case, both sides are symmetrical so I guess I can do it like my friend's. Because then it will make more rooms thus letting me be more detailed with the texture right?

EDIT: Oh wait, so did you texture half the mesh and at the same time had a mirrored "Instance" of it? So you're doing it like my friend's eh?

I'm also looking at this in a gaming perspective since I'm a gamer too ^^
Knowledge is power

+VarnishedOtter
Admin
VarnishedOtter

3 years ago
Can you link the pelt mapping tutorial please? I'm interested to have a look.
Please support us and post a [Link to www.digitalartsfront.com] on your website.

--Matt

-byder
Member
byder

3 years ago
Yeah, I have a mirrored instance... its cool coz then UVs update on bothsides, etc! smile.gif It definately helps you to optimize the texture space, calling texture info for both sides of the model from the same UV space!!

What you making... car, character, gun?! Just wondering, coz we could take this a step further for smaller details...

~C

EDIT: [Link to www.youtube.com]
a 3d artist's journal
[Link to blog.cunnington.co.za]

-costa
Junior Member
costa

3 years ago
Hi all

I am verymuch new to 3ds max and working on a small project about a big iceblock hitting a bottle of a beer and braking in to pieces but i want to make it look more realistic especially the braking into pieces part.So if enybody got a tutorial or any idea that can help me please help.

Thank you

Costa


+Steve Martin
Moderator
Steve Martin

3 years ago
Please start a new thread of your own.
[Link to www.3dprevis.com]

-byder
Member
byder

3 years ago
Hey Costa,
Doesn't quite fit the topic of this thread... but
Maybe this will help?! Haven't read the tut, but seems similar!!!
[Link to hammerbchen.blogspot.com]
~C
a 3d artist's journal
[Link to blog.cunnington.co.za]

-JHawks
Member
JHawks

3 years ago
VarnishedOtter... byder posted the video tutorial that I watched about Pelt Mapping ^^

It's very helpful. I actually thought Pelt Mapping was like mandatory nowadays =P

Cool, guess I'll texture half my character and then mirror it ^^

Hope nothing goes wrong hahaha.

Oh and byder, if you're interested in what I'm making, you can look at it on my deviant:

jhawks.deviantart.com

It's under the title Alien Samurai and Japanese Kappa
Knowledge is power

-byder
Member
byder

3 years ago
Coool, glad everything is good!!! smile.gif
I'll definitely check out the deviantart page!! smile.gif
~C
a 3d artist's journal
[Link to blog.cunnington.co.za]

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Critical Mass :: 3D Action Puzzle Game

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