Upcoming Models #2

Post about creating and skinning models here
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ehm24
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Re: Upcoming Models #2

Post by ehm24 »

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.
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.
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ehm24
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Re: Upcoming Models #2

Post by ehm24 »

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.
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.
Image
SMR 510RR
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Re: Upcoming Models #2

Post by SMR 510RR »

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:
Image

On other track:
Image

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?
I don't think your spec map is working. Make sure to use -repeat if it tiles.

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.
aeffertz
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Re: Upcoming Models #2

Post by aeffertz »

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...
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p2sta
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Re: Upcoming Models #2

Post by p2sta »

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

Post by aeffertz »

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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p2sta
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Re: Upcoming Models #2

Post by p2sta »

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
Boblob801
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Re: Upcoming Models #2

Post by Boblob801 »

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.
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SMR 510RR
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Re: Upcoming Models #2

Post by SMR 510RR »

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.
aeffertz
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Re: Upcoming Models #2

Post by aeffertz »

'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?
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John23
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Re: Upcoming Models #2

Post by John23 »

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.
GregDearman
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Re: Upcoming Models #2

Post by GregDearman »

John23 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
because they're named differently
John23
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Re: Upcoming Models #2

Post by John23 »

GregDearman wrote:
John23 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
because they're named differently
how do i name them?
jlv wrote:This post is useless.
GregDearman
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Re: Upcoming Models #2

Post by GregDearman »

I'm the properties menu
GregDearman
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Re: Upcoming Models #2

Post by GregDearman »

GregDearman wrote:I'm the properties menu
*in
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