DSM wrote:
Do you make cars panel by panel?

When ive made the first car with an tutorial i make everything together. And every car that i make i use diferent ways. For this car , i want to make every part with more details and yes, ill make it, panel by panel . :)
https://guilermopuertas.wordpress.com/
m3_07.jpg
https://guilermopuertas.wordpress.com/
m3_08.jpg
https://guilermopuertas.wordpress.com/
m3_11.jpg
https://guilermopuertas.wordpress.com/
m3_12.jpg

m3_13.jpg
https://guilermopuertas.wordpress.com/
ollite20. Here can you see that i told you. I try to make a texture but its looks no so good. Its a simple texture because i am learning.

Mario Bros. WIP
mario_01.jpg


Texture map. Simple as you can see.
textura_fin.jpg
https://guilermopuertas.wordpress.com/
It doesn't look bad to me. It looks just a little messy because of how small the denim texture is. Scale the texture a little bigger to make it more understandable. If anything, your UV layout looks ineffective. If you are going to put every surface of the model into the same texture you are going to have hard times adding them all with this because there's lots of blank space between the UV shells and not much large space to fit new stuff. Usually the face texture resolution should be higher than on the rest of the body.

But, if you would like to keep each material as their own texture I suggest you try making it with tiling textures. For example, use this as your denim material:
seamless_denim_texture_by_hhh316-d4g8v96.jpg
Then just scale your UV's bigger and rotate them until it looks right on the model.

For example, I made the carbon fiber pattern in the Goblin car as a tiling texture. It's only a small image that repeats seamlessly. Also, you wouldn't need to worry about arranging the UV's at all. You would only need to unwrap and set their size and orientation. You can get high resolution textures onto the model with only a small image but making the materials this way means you would have to forget about making variation such as dirt, wear and color differences into the textures (or you can, but you would have to use a few other tricks).
2013-V12-Goblin-Concept-by-Olli-Teittinen-Details-5-1024x768.jpg
thanks a lot for your words.

my problem its the hard egdes zones too. its look strechted. Looks this render with your texture. I put it and i use tile: x 5 .

this that i hate a lot :/


mario_02.jpg
https://guilermopuertas.wordpress.com/
There must be something in your way of unwrapping the parts. It would seem you are trying to unwrap too complex geometry as one UV shell. Do it in smaller pieces, especially if you use the automatic projection. Once all of the surfaces have been unwrapped you can start arranging them better and welding them together. You could also use cylindrical projection for the legs too. Relax function is also very handy.
ollite20 wrote:
There must be something in your way of unwrapping the parts. It would seem you are trying to unwrap too complex geometry as one UV shell. Do it in smaller pieces, especially if you use the automatic projection. Once all of the surfaces have been unwrapped you can start arranging them better and welding them together. You could also use cylindrical projection for the legs too. Relax function is also very handy.

Ive made smaller pieces but in the union of them i can see the diference. I make a question in Spanish Shader spanish facebook and theyve told me somethings.
Ill try it. I use relax aswell and yes, its a good tool :).

Thanks guy !!!
https://guilermopuertas.wordpress.com/
Back to top

Please login to post