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« Reply #18525 on: March 26, 2015, 11:13:13 AM » |
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you may wanna use a subtle metal-ish pattern overlay
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« Reply #18526 on: March 26, 2015, 11:30:59 AM » |
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you may wanna use a subtle metal-ish pattern overlay
How's this?
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« Last Edit: March 26, 2015, 11:46:41 AM by TurboChaos »
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« Reply #18527 on: March 26, 2015, 06:29:23 PM » |
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I want to make a few suggestions on your texture there:
- I don't think I explained myself well enough on the lines thing: I meant having them wrap arond the mound in the middle of his torso that is basically his head, having two more of them wrap diagonally around toward the bottom of the torso and into the fan, and having vertical ones along the middle of the sides of the torso.
- The other thing is the lines are too subtle. Look at Mega Man's texture and you'll notice many of the dark lines on his body have lighter colored edges on them.
- Those scratches you currently have I would recommend removing. That stuff never really looks good unless the texture in question isn't mirrored.
- The metal texture is too subtle. You need something grainier and less subtle to overlay, something with more contrast that you can shrink down and repeat. I recommend looking at Mega Man's texture again for a significant example. As for the overall shading, look at Ragnell's blade or ROB himself.
- Looking at his texture again, he could stand to be a darker shade of blue if you're willing to do that.
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« Last Edit: March 26, 2015, 09:46:48 PM by Velen »
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3DS Friend Code: 2895-6640-9302
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« Reply #18528 on: March 26, 2015, 07:56:30 PM » |
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Question: how does one make perfectly flat UV's?
I know the basic stuff, but the UVs are all rounded.
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« Reply #18529 on: March 26, 2015, 08:32:58 PM » |
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Question: how does one make perfectly flat UV's?
I know the basic stuff, but the UVs are all rounded.
Uasually I select the model and open the UV Map modifier and select the box option. Then I open the UV Unwrap modifier and edit the uvs as I see fit.
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« Reply #18530 on: March 29, 2015, 03:11:14 AM » |
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What do you mean by "perfectly flat"? If you want the tiling to be consistent, select whichever UV island you want to "flatten" and relax it (relax can be found in the options menu of the Unwrap UVW modifier) by polygon angles. This will smoothen your UVs out.
Google Uwrap UVW relax tool if you want more in-depth info.
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« Reply #18531 on: March 29, 2015, 06:14:45 PM » |
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since i wanted young link to be completely lagless, im rebuilding him by editting P:M's OoT Link, i will keep the HW face though, it's way too good, my plan is to make him on toon link, but i'll also upload the model once i finish it for if anyone wants to port him over link, proportions are amazingly similar to old link... (he'll be huge though )
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« Reply #18533 on: March 29, 2015, 07:58:49 PM » |
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I'm redoing Lord Fredrik's Body texture (and perhaps the others as well) by applying a new UV tool I'd never though of in 3ds Max. But I can't take the credit for that technique. But Moblin can. Sorry for the jagged edges and stuff, ProOptimizer, while keeping the main geometry intact, wasn't kind to the model's wireframe. Old: As you can see, the edges of the objects were rounded. Basically, the UV was shaped just like the gut: round. New (WIP) Here, it's larger thanks to Moblin's tips. The base texture is smaller in size, but much more detailed. I wanted to experiment more with filters and effects. And while looking at the game, certain elements were't accurate enough. They still probably won't be as good as the real ones, but hey. I'm no master. I'm more satisfied enough now.
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« Reply #18534 on: March 30, 2015, 12:06:00 AM » |
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Hmm... those 4 cylindrical objects could use a little cleaning up. I can see a poly just floating around in the 3rd object from the top, toward the centre-right.
If you send me the model I'll clean up the UVs for you, and show you step by step what I did in order to do it, if you'd like.
Edit: just checked what the model actually looks like, and yep, that's an easy fix. The topology needs some quick edits, too. Would you happen to have a copy of the model before you optimized it?
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« Last Edit: March 30, 2015, 12:11:55 AM by Moblin »
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« Reply #18535 on: March 30, 2015, 05:05:57 AM » |
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model is fully optimized at 10.021 polys, pretty good IMO, original was 18k
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« Reply #18536 on: March 30, 2015, 09:39:50 AM » |
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Hmm... those 4 cylindrical objects could use a little cleaning up. I can see a poly just floating around in the 3rd object from the top, toward the centre-right.
If you send me the model I'll clean up the UVs for you, and show you step by step what I did in order to do it, if you'd like.
Edit: just checked what the model actually looks like, and yep, that's an easy fix. The topology needs some quick edits, too. Would you happen to have a copy of the model before you optimized it?
See, while I would be more than glad to do that, I already rigged it. D: I don't want to re-rig all over again. D: Okay, so here's an idea: Is it okay if I ask you to tell me said step-by-step process for UVing without my model?
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« Reply #18537 on: March 30, 2015, 05:59:03 PM » |
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I wonder how TurboChaos is doing with Air Man...?
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3DS Friend Code: 2895-6640-9302
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« Reply #18539 on: March 31, 2015, 08:48:49 PM » |
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Airman is looking great!
And I am finally getting back into making custom models
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