Re: Pirate Bash Brothers: Raybrawl
Posted: Thu Sep 22, 2011 5:26 pm
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).Spanex wrote:I rather stay out of the way from GIMP. I'm going to do theory studies with Adobe Illustrator at school.
That is, unless you have crappy erasers.Spanex wrote:Pencil, it's easier to fix.
D: Sorry! Fixed it.Spanex wrote:It's Spanex, by the way. :p
Such as? Just curious.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
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.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.
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.Spanex wrote:...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?
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. It's a little fiddly at first, but it shouldn't take long to get the hang of.Spanex wrote:...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?
That is correct.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
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.
If you can tell me some specific words I'll do my best to explain.Spanex wrote:all words I hardly understand. It'll come, in time.