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Forum Index - 3Dimensional - Valkyrion's WIP

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-Valkyrion
Member
Valkyrion

3 years ago
Hey, I'm rather new to 3d but I'm really motivated so I hope I learn fast.
And what's a better way than joining a forum full of pro's?

Anyway I'm here to post some renders of my latest creations.
I'm pretty pleased with the sword but I'm having troubles with the Morningstar Mace.
I haven't quite found a way to texture it properly. Right now, it's just a bmp applied to the object.
But as you can see, the bmp just got stretched on the pins and the handle, anyway to solve this?

I hope you can provide me with some constructive critics.

Cheers,
Valkyrion



+VarnishedOtter
Admin
VarnishedOtter

3 years ago
You solve that by UV mapping. Either in the texture or on the model or by Unwrapping the faces.
Please support us and post a [Link to www.digitalartsfront.com] on your website.

--Matt

-Tyson
Senior Member
Tyson

3 years ago
yeah, you're going to need to select the handle on the polygon subobject level and apply a UVW map modifier, set it to use cylindrical mapping and hit the fit button. you might need to change the orientation of the mapping by hitting one of the x,y,z radio buttons or rotating the uvw map manually by going to the modifiers subobject level in the modifier stack.

-Valkyrion
Member
Valkyrion

3 years ago
I tried the UV Mapping, it looks a bit better now but now I have a new problem.
The edges of my picture are really visible, any way to solve this?


+VarnishedOtter
Admin
VarnishedOtter

3 years ago
Use the offset filter in photoshop and then the clone stamp or heal brush to blend the seams.
Please support us and post a [Link to www.digitalartsfront.com] on your website.

--Matt

+Steve Martin
Moderator
Steve Martin

3 years ago
Or you can use procedural textures, eg noise maps etc.
[Link to www.3dprevis.com]

+isaac
Moderator
isaac

3 years ago
It's getting there.

-Valkyrion
Member
Valkyrion

3 years ago
I made a shield now to complete the set with the sword, pretty pleased with it.
I'm thinking of making an interior now to place all the weapons in.
But I have no idea of how to start, any tips?


-johnbeyer
Member
johnbeyer

3 years ago
Hey Valkyrion ? spreek je nederlands ? smile.gif

Maybe start thinking of what kind of interior you would like these items to see in. Maybe a wooden midieval shed, or a guard tower..or maybe even a museum for midieval weapon technology. Sketching is always good to do.

-Valkyrion
Member
Valkyrion

3 years ago
Ja ik spreek Nederlands.

I was thinking of placing it in a medieval weapons room (arsenal?)

+Steve Martin
Moderator
Steve Martin

3 years ago
Good idea. You've already got a good start for that.
[Link to www.3dprevis.com]

-cdballew
Moderator
cdballew

3 years ago
Yeah, from the looks of the map your using, you could get that look from procedural textures.
Chris

-Valkyrion
Member
Valkyrion

3 years ago
It may be a stupid question, but what are procedural textures?
Are it textures themselves or is it a way of texturing?
I can't really seem to find it.

-Altopais
Member
Altopais

3 years ago
here's nice wiki paga on procedural textures.
[Link to en.wikipedia.org]
The secret of creativity is knowing how to hide your sources.
-Albert Einstein

-Tyson
Senior Member
Tyson

3 years ago
check that wiki but yeah, basically in max its all the maps like noise, cellular, smoke, tiles etc.. that are generated procedurally.

Things to be aware of are that 2d maps such as bitmaps or 2d procedural maps like tiles need uv coordinates to be placed correctly.
3d procedural maps like noise and cellular don't need uv coordinates but if you distort the mesh (such as with a character mesh)
the map will "swim" across the surface. you can get away with using 3d maps and having no uvs when the object doesnt deform. in the case of a characters arm bending or a facial morph the map will not stick, but an object that keeps its shape is fine.

The great thing about procedurals are that they don't have any resolution, you can get very fine details without using large maps and they always tile seamlessly.


(you can make 3d maps use the mapping coordinates and stick to you're meshes by setting them to explicit map channel)

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