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Thread: Weapon model showcase! Need textures...

  1. #11
    CMGuy
    Guest
    Ok, I have some of the models ready to be put ingame, if I can get someone to help us I'll go ahead and lend ya the models to work on. :P

  2. #12
    arbee
    Guest
    Before there should be UVs you need to fix the topology first.

  3. #13
    CMGuy
    Guest
    Good news!! We got UV's done, after some persistence from me, only thing we need are textures now.

  4. #14
    LightningFast00
    Guest
    Was this thread approved by a mod?.....jk

  5. #15
    CMGuy
    Guest
    We do still need someone who is good at textures though.... :/

    Even if I got him to get UV's, he still can't, or wont do textures.

  6. #16
    Blade_hunter
    Guest
    I think you might try to contact Kaboodles, I have also the same problem as SPAM for the textures, I can't do them, or if I do they will be lame, just contact Kaboodles and give him a .ase file if he accepts.
    Also don't trust the auto UV in blender, it gives a good start, but you need to resize the islands and optimize the placement.
    I hope someone will help you though

  7. #17
    CMGuy
    Guest
    Quote Originally Posted by Blade_hunter View Post
    I think you might try to contact Kaboodles, I have also the same problem as SPAM for the textures, I can't do them, or if I do they will be lame, just contact Kaboodles and give him a .ase file if he accepts.
    Also don't trust the auto UV in blender, it gives a good start, but you need to resize the islands and optimize the placement.
    I hope someone will help you though
    Hm, not quite sure, I don't really see him online that much, but maybe.

    Anyway, Im doing some polishing of the weapons, but were still missing the all important textures...

  8. #18
    Sergeant Kelly
    Guest
    Quote Originally Posted by meowcat View Post
    Quoted for truth!! Texturing/skinning (at least minimally acceptable) is downright easy for mechanical objects once the UVs are done, but ugh... creating the UV maps (especially for those of us without 3DS-Max or Maya) is no fun at all!
    I'd disagree there! The guy who makes models with me can pump out a UV map in about a night, while making the textures for those same maps usually takes me a week or two on a good set.

  9. #19
    meowcat
    Guest
    @Sergeatn Kelly: That's why I qualified the statement with "minimally acceptable" , and easy does not necessarily equate to fast! What software does your weapon modeller use to do the UV mapping? I use the freeware program LithUnwrap.
    Not that my weapon textures are all that great as examples, but my personal texture/skin workflow for weapon models goes something like this (using JASC Paintshop Pro):
    1. create a "color" layer and place the base color over the various texture islands of the UV map (retaining the UV map as the independent base layer).
    2. create an "shadowing" 128 gray overlay layer (set to the "overlay" effect in JASC) and begin painting on the shadows. This is the most time consuming task. The 'buttonize', 'Drop Shadow' and other 3-D effects come in handy here to make mechanical details. I use a combination of wider slightly brighter lines with thinner dark black lines to creates the seams between metal components etc. I use the 'burn' and 'dodge' tools to create the softer highlights and shadows on curved surfaces.
    3. Save copy of the skin and try it out on the model noting where the painted shadows don't look quite right.
    4. Iteratively repeat steps 2 and 3 until the shadowing looks good.
    5. Add any specific high contrast color details to a new layer. This would include any lettering, red color for safety catches, screws and bolt heads etc.
    6. Create any self-illumination features on a new layer (this will become the alpha layer for the night sights for instance).
    7. Add subtle "noise" or other minor color variations to the base color layer to prevent the DXT compression from creating too noticeable 4x4 pixel color blocks.
    8. Export to .dds and import into UEd.

    Depending on the weapon model (and my motivation level) this will usually take me anywhere from 1-6 hours including tweaking. UV mapping will usually go faster, but it is still one of my least favorite tasks!

    Now given the amount of color in the Ballistic Weapon pack models I can definitely see how it would take a lot longer to make a "theme consistent" skin. What is your workflow like?

  10. #20
    Captain Xavious
    Guest
    Hey, I'm that guy that makes those models!

    Our workflow probably isn't the best around; I eventually get a couple guns animated before the month is up, and I will do the UV map's initial draft in a night and then start animating. I then get with Sergeant Kelly and revise the UV map to make sure its good, all while I am working on the animations (blender isn't picky about what order you do things).

    UV mapping used to be my least favorite task but lately Animating is starting to have that title. I'm still learning how to use constraints in my animation and I'm tackling all the bugs that come with that (me an IKs are definitely in a Love-Hate relationship); its starting to feel more technical than anything else lately. I suppose it doesn't help that all of the models I had to animate lately aren't mine, so I haven't been able to break it up with modeling much.

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