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Re: Pirate Bash Brothers: Raybrawl

Posted: Thu Sep 22, 2011 5:26 pm
by Spanex
I rather stay out of the way from GIMP. I'm going to do theory studies with Adobe Illustrator at school.

Re: Pirate Bash Brothers: Raybrawl

Posted: Thu Sep 22, 2011 5:42 pm
by Adsolution
Spanex wrote:I rather stay out of the way from GIMP. I'm going to do theory studies with Adobe Illustrator at school.
You better. GIMP's an arrogant cheater that tries to be the real thing but fails... just like blender (that program has god-awful camera controls).

Re: Pirate Bash Brothers: Raybrawl

Posted: Thu Sep 22, 2011 5:44 pm
by Rayman3DS
All this looks really cool :D
Can I make concept arts as well? The more the better ya know? :P

Re: Pirate Bash Brothers: Raybrawl

Posted: Thu Sep 22, 2011 7:42 pm
by Louvis
Goddamnit, I posted the YT link in wrong topic D:

I don't mean Gimp is bad. It's... confusing as hell. But if you know how to use it, Photoshop is useless.
Adobe would consider letting users download full, older versions of Photoshop (I mean PS1 or PS2) without all that trial crap. That ain't gonna solve piracy problem completely of course, but that would change alittle their image.

Spanex: gonna send that one to you soon. Just need to make lineart that won't look like chewed and thrown up by cat. Pencil? Or ballpen? :T

Re: Pirate Bash Brothers: Raybrawl

Posted: Thu Sep 22, 2011 7:46 pm
by Spanex
Pencil, it's easier to fix.

I will be making the lineart on photoshop. I just need the most important lines visible.

Re: Pirate Bash Brothers: Raybrawl

Posted: Thu Sep 22, 2011 8:09 pm
by Adsolution
Spanex wrote:Pencil, it's easier to fix.
That is, unless you have crappy erasers.

Re: Pirate Bash Brothers: Raybrawl

Posted: Thu Sep 22, 2011 9:04 pm
by Spanex
It's Spanex, by the way. :p

Re: Pirate Bash Brothers: Raybrawl

Posted: Thu Sep 22, 2011 9:06 pm
by Louvis
Spanex wrote:It's Spanex, by the way. :p
D: Sorry! Fixed it.

Re: Pirate Bash Brothers: Raybrawl

Posted: Fri Sep 23, 2011 6:45 am
by Spanex
Slowly trying to get the hang of 3DS Max. It's a bit frustrating sometimes because it doesn't do what I want it to. XD

Re: Pirate Bash Brothers: Raybrawl

Posted: Fri Sep 23, 2011 6:54 am
by Adsolution
Spanex wrote:Slowly trying to get the hang of 3DS Max. It's a bit frustrating sometimes because it doesn't do what I want it to. XD
Such as? Just curious. :)

Re: Pirate Bash Brothers: Raybrawl

Posted: Fri Sep 23, 2011 7:34 am
by Spanex
Wanna get straight to the model making! XD

I just managed to move some polygons (the little blue spots?) around. But I didn't have enough time to make a defining shape out of the sphere yet.

Re: Pirate Bash Brothers: Raybrawl

Posted: Fri Sep 23, 2011 7:39 am
by Adsolution
Spanex wrote:Wanna get straight to the model making! XD

I just managed to move some polygons (the little blue spots?) around. But I didn't have enough time to make a defining shape out of the sphere yet.
A handy tool for doing that is to use the "soft select" option in the Edit Poly toolbar/list. While you're doing so, go to the top-left of your view port and turn on "edged faces." This way grabbing polygons and vertices are smooth, instead of being jagged and confined to one point at a time.

Re: Pirate Bash Brothers: Raybrawl

Posted: Fri Sep 23, 2011 7:43 am
by Spanex
:D ...I'll keep that in mind if I don't forget.

I'm at school at this moment. I can only mess with photoshop at this moment.

That brings me to the question, how are textures applied to a model? Must the image of the texture be very speicific? Or can you still move it around after putting it on the model?

Re: Pirate Bash Brothers: Raybrawl

Posted: Fri Sep 23, 2011 7:53 am
by Adsolution
Spanex wrote::D ...I'll keep that in mind if I don't forget.

I'm at school at this moment. I can only mess with photoshop at this moment.

That brings me to the question, how are textures applied to a model? Must the image of the texture be very speicific? Or can you still move it around after putting it on the model?
For now (meaning pre-export-to-game stage), you can literally drag an image file straight from your computer onto the model in 3ds Max and it will be applied. From there, select your model and in the modify tab, select the modifier "UVW map" (or whatever the shortest form of that choice is). Once you're done that, you'll notice the texture has totally revamped its placement. This modifier acts like a texture projector. You can change which angle it projects the texture onto, scale it vertically and horizontally, as well as set its tiling. You can also click on the + symbol next to the modifier name and it will expand into "gizmo" and some may also have "centre" as well. Gizmo lets you change the modifier's orientation using the rotate tool (which is very useful for texture mapping), and "centre..." well it's the centre point of the modifier. It's a little fiddly at first, but it shouldn't take long to get the hang of.

I'm relatively new to real texturing (I've only been doing it since CryEngine3 came out a month ago), so there's still more to it I have to learn, such as actually "wrapping" the model in the texture instead of just "projecting" the texture onto the model.

Re: Pirate Bash Brothers: Raybrawl

Posted: Fri Sep 23, 2011 7:55 am
by Spanex
RayFan9876 wrote:
Spanex wrote::D ...I'll keep that in mind if I don't forget.

I'm at school at this moment. I can only mess with photoshop at this moment.

That brings me to the question, how are textures applied to a model? Must the image of the texture be very speicific? Or can you still move it around after putting it on the model?
For now (meaning pre-export-to-game stage), you can literally drag an image file straight from your computer onto the model in 3ds Max and it will be applied. From there, select your model and in the modify tab, select the modifier "UVW map" (or whatever the shortest form of that choice is. Once you're done that, you'll notice the texture has totally revamped its placement. This modifier acts like a texture projector. You can change which angle it projects the texture onto, scale it vertically and horizontally, as well as set its tiling. It's a little fiddly at first, but it shouldn't take long to get the hang of.

Alright, cool! So the image doesn't have to be too precice in placement.

I can't wait to make a Jake model. XD

Re: Pirate Bash Brothers: Raybrawl

Posted: Fri Sep 23, 2011 7:59 am
by Adsolution
Spanex wrote:Alright, cool! So the image doesn't have to be too precice in placement.

I can't wait to make a Jake model. XD
That is correct. :)

I edited my post, you might want to re-read it:

RayFan9876 wrote:For now (meaning pre-export-to-game stage), you can literally drag an image file straight from your computer onto the model in 3ds Max and it will be applied. From there, select your model and in the modify tab, select the modifier "UVW map" (or whatever the shortest form of that choice is). Once you're done that, you'll notice the texture has totally revamped its placement. This modifier acts like a texture projector. You can change which angle it projects the texture onto, scale it vertically and horizontally, as well as set its tiling. You can also click on the + symbol next to the modifier name and it will expand into "gizmo" and some may also have "centre" as well. Gizmo lets you change the modifier's orientation using the rotate tool (which is very useful for texture mapping), and "centre..." well it's the centre point of the modifier. It's a little fiddly at first, but it shouldn't take long to get the hang of.

I'm relatively new to real texturing (I've only been doing it since CryEngine3 came out a month ago), so there's still more to it I have to learn, such as actually "wrapping" the model in the texture instead of just "projecting" the texture onto the model.

Re: Pirate Bash Brothers: Raybrawl

Posted: Fri Sep 23, 2011 8:01 am
by Spanex
:D all words I hardly understand. It'll come, in time.

Re: Pirate Bash Brothers: Raybrawl

Posted: Fri Sep 23, 2011 8:14 am
by Adsolution
Spanex wrote::D all words I hardly understand. It'll come, in time.
If you can tell me some specific words I'll do my best to explain.

Re: Pirate Bash Brothers: Raybrawl

Posted: Fri Sep 23, 2011 8:20 am
by Spanex
Nah it's okay. It's just still a bit of a maze to me is all. I had the same with Photoshop when I was first introduced to it.

Re: Pirate Bash Brothers: Raybrawl

Posted: Fri Sep 23, 2011 11:24 am
by Rayman3DS
Should we add an Mite as well?:
Mite.jpg
I made it myself :P