I feel like you could make the shell bigger for sure and also I feel it would be better to make the visor to scale with the shell because right now it looks pretty skewed.mx985 wrote:Yeah the shell used to take up most of the UV space but I shrunk it down, I'll try to see about unrwapping some parts over, to not have so much clear room. but I do want to save space for a go pro.
Upcoming Models #2
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Re: Upcoming Models #2

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Re: Upcoming Models #2
I feel like you could make the shell bigger for sure and also I feel it would be better to make the visor to scale with the shell because right now it looks pretty skewed.mx985 wrote:Yeah the shell used to take up most of the UV space but I shrunk it down, I'll try to see about unrwapping some parts over, to not have so much clear room. but I do want to save space for a go pro.

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Re: Upcoming Models #2
I don't think your spec map is working. Make sure to use -repeat if it tiles.aeffertz wrote:Maybe you guys could help me out here... I made a fence and it looked fine on the stock track but when I put it into a different track it looks like crap.
How it should look:
On other track:
The bushes I made right behind it still look fine but the fence get's all washed out. The track that makes it look distorted has different lighting than the stock track but all the other models look fine. What do I need to change to fix it? As of now, I have the model set to shadeless and a black spec map but still didn't help. Any ideas?
You can also turn off the track lighting but I think it will look better with it on. To turn that off change the numbers at the top of the JM to 0 -2 1 1 1 I think that is right.
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Re: Upcoming Models #2
I just set the spec map to 100% black now, same size, named correctly but it still doesn't really fix it. Would edge splitting make a difference? I feel like it must be something with the model. Just throws me off that it looks okay at one track but not the next.
I tried changing the numbers of the JM to what you suggested to see if it changed but I didn't really notice any difference. Hmmm...
I tried changing the numbers of the JM to what you suggested to see if it changed but I didn't really notice any difference. Hmmm...

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Re: Upcoming Models #2
its a shading problem imo...combination of lighting and model smoothing, edgesplit should fix it 

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Re: Upcoming Models #2
Edge split did the trick! Is that something that should be used quite a bit? That's the first time I've used it.

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Re: Upcoming Models #2
if you want to have a sharp edges and clean shading, either you do edgesplit or you bake a normal map, otherwise you will get these shading problems. Edgesplit is faster and easier to do, bakes looks better.
Basically if there is angle around 90°or more you should edgesplit
Basically if there is angle around 90°or more you should edgesplit
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Re: Upcoming Models #2
Edgesplitting is good and easy but you'll find if a part of an object is edgesplit and completely separated from the rest of the object then the object won't cast a shadow to the edgesplit area. Can make some things look bad imo.
Hi
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Re: Upcoming Models #2
Oh the top was geometry I figured it was just alpha on a plane. You can edge split or add some support loops or chamfer the edges. Depends what your goal is really, for that edge split is probably fine.
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Re: Upcoming Models #2
'Nother question for you guys. I'm having a tough time figuring out to make things share a UV space. I have less than 10 different meshes, but around 300 faces. I used shift+D to duplicate all the meshes so I know they're all the same, shape wise. I've tried Lightpack > Share Tex Space but it doesn't overlap the same faces so I think I maybe misunderstood what Share Texture space meant.
Is there a way other than clicking, dragging and resizing each face to lay on top of one another so the UV Layout isn't a cluster fuck for such a simple model?
Is there a way other than clicking, dragging and resizing each face to lay on top of one another so the UV Layout isn't a cluster fuck for such a simple model?

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Re: Upcoming Models #2
I've been having a problem for a while. I'll have 2 objects (boots and rider), all with their own UV Map. I'll merge them, and only one UV map shows up. Why don't the uv maps combine
jlv wrote:This post is useless.
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Re: Upcoming Models #2
because they're named differentlyJohn23 wrote:I've been having a problem for a while. I'll have 2 objects (boots and rider), all with their own UV Map. I'll merge them, and only one UV map shows up. Why don't the uv maps combine
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Re: Upcoming Models #2
how do i name them?GregDearman wrote:because they're named differentlyJohn23 wrote:I've been having a problem for a while. I'll have 2 objects (boots and rider), all with their own UV Map. I'll merge them, and only one UV map shows up. Why don't the uv maps combine
jlv wrote:This post is useless.
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Re: Upcoming Models #2
I'm the properties menu
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Re: Upcoming Models #2
*inGregDearman wrote:I'm the properties menu