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First UV and texture. Crits?

by FruitBatInShades · in Game Design and Creative Issues · 04/18/2005 (11:51 am) · 37 replies

This is my first UV unwrap. Not too bad but then its all flat at the mo, still gotta start somewhere. :) This was done in blender and PSP8.

www.fruitbatinshades.com/Lee/Render3.png
And the base UV...

www.fruitbatinshades.com/Lee/Bench.png
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#1
04/18/2005 (11:52 am)
Looks like it came out quite well--does it survive the export process/import into TGE?
#2
04/18/2005 (12:26 pm)
Here it is torque, still with the major texture bluring in GL :(

www.fruitbatinshades.com/Lee/BenchInTGE.jpg
#3
04/18/2005 (12:35 pm)
From what I understand, that's the forced mip-mapping. Been trying to remember how to adjust/turn it off completely myself.
#4
04/18/2005 (12:44 pm)
If you remember, I 'd love to know :) I can never get TGE to run under DirectX properly else I'd probably try DX mode.
#6
04/18/2005 (5:06 pm)
Nice work fruitbat. :)
#7
04/19/2005 (1:03 am)
Thanks Guys, any ideas what to do next?
#8
04/19/2005 (1:33 am)
I love the uvmap and the Texture, how did you learn
to create those textures is PSP8 ?
#9
04/19/2005 (1:40 am)
Only ever used PSP, never got into photoshop or GIMP. I just learnt because of the way I work, I like to get the most from whatever I try to do. I'm dreading doing more complicated meshes, I've done loads of DIF textures and they're all flat. It will be interesting to see how I do on a more complicated object!
#10
04/19/2005 (6:20 am)
Good use of space on the UV map, not much wasted there.
Texture is also strong

good work.... now test yourself and try something a little more complicated!
#11
04/19/2005 (6:38 am)
Anyone got any ideas on a few objects to make next?
#12
04/19/2005 (6:41 am)
Weapons are always good :)
#13
04/19/2005 (8:23 am)
@Fruit: FYI, I sent an email to your public email address (in your profile), if you don't happen to check that often.
#14
04/20/2005 (6:48 am)
Bit different this one, this is a small DTS building.

www.fruitbatinshades.com/Lee/TestBuilding.pngwww.fruitbatinshades.com/Lee/Cube.png
#15
04/20/2005 (7:28 am)
Man I just love those textures, I thought PSP8 can't
really handle textures.
#16
04/20/2005 (6:53 pm)
PSP can handle just about anything that Photoshop can.

They're just paint programs, and they both have a lot of power.

@FruitBat
It looks excellent!
#17
04/21/2005 (3:40 am)
Here is version 2 with a bit more modelling and a much higher res UV.

www.fruitbatinshades.com/Lee/DTS2.pngwww.fruitbatinshades.com/Lee/DTS2UV.png
#18
04/21/2005 (4:07 am)
The UV mapping raises an interesting question. How much do you trade off indivuality of detailing against the res of output. With version 2 I cannot put drips under the window because the same area is used for the back. With version 1 I could add all sorts of details.
#19
04/21/2005 (3:57 pm)
@Bat: it is always a balancing act between detail and reusability. Just remember that a 1024x1024 texture takes up 4 times the texture memory of a 512x512, and 16 times the space of a 256x256.

Very nice use of photo source textures.
#20
04/21/2005 (4:38 pm)
@George
I thought so too but I have never saw any artist that use PSP
for complex textures (humans, creatures ect) I just saw artist that use PS
maybe it's the filters or maybe the community I don't know but I do know
that there aren't many people that use PSP for textures and not many tutorials
on textures (only some seamless textures here and there).
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