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Forum Index - Texturing - Texturing spaceship

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-pmzq
Junior Member
pmzq

3 years ago
Hy all,

Well I had a lot of help to model my spaceship in the other section now I'm ready to begin texturing my model.

I started by cutting up my model in different parts of polygons. I now have 3 unwraps made of the nose of the ship:
I split it up in 2 texture files:
Top and Sides.

Is the the right way to go ?

Here is where I am right now:
[Link to www.galaxycommander.nl]

I think their should be more detail some how ?



-desade2009
Member
desade2009

3 years ago
yeah that is more or less the right way to go....unwrap the polygons, use some texture map and stick it on....
other than that, another way is if your model is primarily only one single texture, with just a few variations here and there, then just select all polygons that have a single texture, and apply that texture to only those... (using "Apply Material to selection"wink.gif and then use UVW modifier to fit it on, and then collapse it.... select the next batch of polygons, repeat using another texture and so on.....


Cogito, Ergo Sum

-pmzq
Junior Member
pmzq

3 years ago
Hy desade2009,

I continued with selecting polygons and create textures for different parts:

This is where I am right now.
[Link to www.galaxycommander.nl]

I might need to add some more details on the textures especially beside the cockpit don't you agree ?


-desade2009
Member
desade2009

3 years ago
in your case since you don't have any polygon-limit, and have already added a fair bit of detail to the geometry, i would recommend you proceed along those lines, and add any more detail you want to the geometry, instead of to the textures... if you had to create a low-poly spaceship, then you would need more detailed textures, which would look like parts of the spaceship etc (panels, insets, etc) but in your case, i'd say just make a really good base material, and don't depend on the diffuse maps...if you're going for a new spaceship, make it glossy and specular, and highly reflective...if you need a banged-up old spaceship, use procedural maps and mix maps together to get some parts looking old and out-of-colour.... hope that helps!
Cogito, Ergo Sum

-pmzq
Junior Member
pmzq

3 years ago
Hey desade2009,

Thanks for your suggestions I will try texture the spaceship in different ways and see what looks best.

Now I have a wierd problem:
I am creating groups of polygons and create a texture for every part.
But now when I texture the cockpit (only the metal parts not the glass) then the cokpit looks fine but I get some wierd green striped ? over the back of my ship on its wings and stuff I did not yet create a texture for the textured parts look normal ?

What could be the cause of this ?

Here an example:
[Link to www.galaxycommander.nl]

-Altopais
Member
Altopais

3 years ago
you probably applied an texture to those polys and they are streched because they don't have mapping coordinates, try unwraping them and apply a map, that should fix it.
The secret of creativity is knowing how to hide your sources.
-Albert Einstein

-desade2009
Member
desade2009

3 years ago
and remember to collapse the stack after you've got one set of polygons properly textured...it'll embed the texture
Cogito, Ergo Sum

-Altopais
Member
Altopais

3 years ago
yeah, collapsing a stack really improves on viewport speed on heavy scenes and preserves the coords
The secret of creativity is knowing how to hide your sources.
-Albert Einstein

+Steve Martin
Moderator
Steve Martin

3 years ago
And it will keep your stack uncluttered. And no-one wants a cluttered stack.
[Link to www.3dprevis.com]

-pmzq
Junior Member
pmzq

3 years ago
Ok now guys I think i'm pretty much finished and quite happy with the end result.

I learned alot from you guys and my next designs will look beter as I will continue to learn.

For my web game I need about 30 more ships so I'll be busy for a while smile.gif

Here is the end result:
[Link to www.galaxycommander.nl]

pMzQ,

-desade2009
Member
desade2009

3 years ago
looks good dude smile.gif 30 more ships??? that's a lot of work good luck!
Cogito, Ergo Sum

+Steve Martin
Moderator
Steve Martin

3 years ago
That looks pretty damn good. Don't be a stranger now...
[Link to www.3dprevis.com]

-cdballew
Moderator
cdballew

3 years ago
Your ship turned out nice. Keep us posted on the other ships.
Chris

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