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3D WIPs Post your works-in-progress (WIPS) and lets be open to suggestions.

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Old 06-19-2008, 02:23 AM   #131 (permalink)
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Awesome Work...
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Old 06-19-2008, 02:59 AM   #132 (permalink)
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@star ty matey
Ok another small update. I added the lasers. 3 all forward and on the pod.
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Old 06-19-2008, 03:11 AM   #133 (permalink)
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kewl! It just needs some refinement on the texture map

"We apologize for the inconvenience.....please continue to hold, and a representative will be with you shortly....."
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Old 06-19-2008, 03:20 AM   #134 (permalink)
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well this is the first time I have every tried to make a texture or dealt with them at all for that matter. what kind of refinments fo you mean homer?
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Old 06-19-2008, 10:23 AM   #135 (permalink)
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Well, right now the texture is looking too much like a base colour with a cloud layer on top. I don't know how you're mapping it but you should definately try to unwrap it so you can add all the small details on correct locations that bring the texture to life.
Right now the texture is looking way too uniform. It needs some subtle scratches and highlights. Also a specular map is a must-have.
Since you're new at texturing and I don't know how much you already may or may not know; A specular map defines the 'shininess' of the texture, it's basically a greyscale version of your diffuse texture and it defines which parts are more matte or more shiny then others. 50% grey being the value you gave to the specular of the material, everthing darker will be less shiny, everything lighter more shiny.
The bump should be also a 50% greyscale layer where you give depths to any scratches in the paint and height to any added on logo's or paintstripes etc etc so simulate the thickness of the paint etc etc
I'll break the 'exactly-how-I-do-it-is-my-secret taboo' that is often found in the 3D world and open up my book of 'secrets' and post a few jpg's here that I made while texturing Freak's fighter. That'll more than illustrate the point and help you along the way. Their size and quality is greatly reduced to be able to post them though. Also, I won't keep them in this thread forever because I'm seriously running out of attachment space here at SFM.

The first is the exported uvw unwrap for max, the second is obviously the diffuse map, 3rd is specular, 4th is bump
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Last edited by Meph; 06-21-2008 at 08:44 PM.
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Old 06-19-2008, 11:53 AM   #136 (permalink)
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ty Meph Ill play with the texture more today!
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Old 06-20-2008, 01:05 AM   #137 (permalink)
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Thumbs up Big Thanks Meph!!!!!

@meph I cant thank you enough. Showing me your textures and one tutorial later I think I fully understand how the mapping works. I cant wait to post what I do after this point.
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Old 06-20-2008, 02:32 AM   #138 (permalink)
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Wow, after looking at this fighter I can say that my texturing truly Sucks!...So tonight I will be redoing all of the texturing, well, mainly the Based Texturing.
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Old 06-20-2008, 03:50 AM   #139 (permalink)
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ok still working on this texture its still bery rough. I have too much bump map and I dont think the values are light enough on the spec map. Its only the wings that I have started mapping. This is not what Im going with the map will have to change with the model but its a start.

@meph when Im doing the spec map, to make the surface show up metallic should the values stay above a certian number? Like the lowest value 30?
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Old 06-20-2008, 05:20 AM   #140 (permalink)
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I like the new symbols and the red lines. As you said bump is too strong, I'm not even sure you need bump mapping at all it being a smoother fighter and all that. Wish I could be of some help with texturing but specular mapping still escapes me......we gotta get meph to do a mapping/texturing for dummies tutorial for us, lol.
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