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>> No.702871 [View]
File: 3.64 MB, 1920x1080, Heresy.png [View same] [iqdb] [saucenao] [google]
702871

>>702842
Okay, I just had another opinion. C&C if you will.
Help me get better.

>> No.702842 [View]

>>702101
Hold on, working on one of my opinions. Will post if done.

>> No.702093 [View]
File: 30 KB, 300x240, at-st_walker[1].jpg [View same] [iqdb] [saucenao] [google]
702093

>>699717
Thanks for the help. I get what you mean, I tried what you said in your image but went too obsessed with painting everything instead of modelling. I looked up some other models from games and realized that I shouldn't be hellbent on painting details. I actually prefer modelling details to painting. Modelling is fun while texture painting isn't.
I think I'll just go for a mild version of classical texturing for now and spring to substance in the future.

That badly rounded rubbed pad at the end was a problem. I fucked up the shape and struggled with it, then tried to fix it while retopoing, which ended up like that. I also tried to be hasty as to see how quick I can come up with it. So I left it like that. Considering this is my second model I finished modelling, it stands okay. I'm also piecing together texturing too, so it's still a long ways to go.

I was playing Empire at War and that got me the wrong footing because in that the models were barely modeled and almost all details are painted. I guess they were trying to be cost efficient being an RTS game with lots of models running around.

Your image was fine work in pointing out the bad parts though, appreciated it.

Funny Story: That barely visible dot on the gun is me saying "Fuck this I'm bored."

>> No.699499 [View]
File: 301 KB, 1927x1955, seam science.png [View same] [iqdb] [saucenao] [google]
699499

>>698006
Okay here's a live example. Help out with this if you can.

Why does my seams result
in such abnormal uvs?
Did I play with some setting or something?

What is the science behind the seams exactly?
I know it's like a cardboard etc. That's not
what I'm asking, I did the blenderguru tutorials.

Because in tutorials and such the guy just
puts a seam of a very complicated head
and voila! it's UV'ed perfectly.
Even this simple pyramid like shape is having
problems with UV.
Either I'm missing some crucial info or just dumb.

Either I do very specific UVs as I did with the gun and every crucial part gets seamed, which is terrible.
Or I don't do much seams and blender unwraps it into a soup.

Even with simple mesh this is the situation and tutorials somehow achieve very easy and cool UVs with even less. Seriously something is awry.

>> No.699143 [View]
File: 2.81 MB, 1920x1080, Lasgun-latest v2.png [View same] [iqdb] [saucenao] [google]
699143

>>698006
Wow this thread sure got out of hand. I like it.

I'll try to address stuff real quick(that means it'll take forever).

The aim was to make hand painted textures as I've seen in many old video games that aim to reduce the the graphics loads and just substitute for "look alikes".
Google "empire at war atst", "empire at war star destroyer".

So all the details had to be painted in by hand. The result is as you see before you. It's not great.

>>698304
I think it's because I was fixated on hand painting everything rather than slapping "metal.jpg", "plastic.jpg" on and modifying those. Well, I gained experience at least.
Seams was a big problem, I really need to learn how to seam properly so stuff won't get cut off.
<b>Is there a good training somewhere available on how to do seams right?</b>

Two stuff came up in this thread.

1. Why not Blender Paint?
I know I can paint in Blender and would if I could. I have severe hardware limitations right now so I can't even put a stroke on the model without the laptop choking to death. Sad luck.

2. Git Substance.
Substance is great. I have no problems with it. But it's a bit heavy for me at the moment. Also my trusty travel laptop won't run that. So it'll have to be in the near future.

The question is that why did this take so long or How I learned to love the textures.
1. Don't get fixated on tiny details that won't matter at the end. I kinda have OCD.
2. Don't hand paint stuff, select textures, slap em, modify to fit, materialize, good 2 go.

>>698969
That's master quality job, mate. Good job. However you being a Master-Blender-Modelling-God doesn't help me get better.

Where do we go from here?
I went even further and made a wallpaper out of it. I am not ashamed.

>> No.698006 [View]
File: 1.15 MB, 2507x1590, Lasgun-latest.png [View same] [iqdb] [saucenao] [google]
698006

ITT: Help/Suggestion/Comment

I've learned blender for the past 2 month from online sources. So no art degree or anything.

This was a speed challenge for me. To see how fast I can finish an entire mesh ready to put into a game or a wallpaper.

Modelling took 4 hours. But then Texturing took 4 weeks(GIMP).

What am I doing wrong? How can I get speedier/better?

Suggestions/Comments about the model is also welcome.

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