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FPSC Classic Models and Media / Loony (for my horror pack)

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SpyDaniel
18
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Joined: 4th Feb 2006
Location: United Kingdom
Posted: 21st Sep 2006 19:09
I just finished UV mapping and texturing my loony model, for insanasylum scenes. He will be rigged with Bond1's zombie biped as he can only nudge melee you

Here is a front and back view of him:



CLiPs
18
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Joined: 20th Jan 2006
Location: California
Posted: 21st Sep 2006 19:33
That face so looks like my Uncle Ted....



Have you downloaded your CLiPs today.
addictinit
18
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Joined: 22nd Aug 2006
Location: my house
Posted: 21st Sep 2006 19:49
Quote: "That face so looks like my Uncle Ted...."

lol

nice model/texture

sorry if i use '2, ur, thx..' speek cant help it!
Silvester
18
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Joined: 7th Dec 2005
Location: Netherlands
Posted: 21st Sep 2006 20:29
Quote: "That face so looks like my Uncle Ted...."


unlucky Uncle Ted...

SpyDaniel
18
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Joined: 4th Feb 2006
Location: United Kingdom
Posted: 21st Sep 2006 20:33
The pack should be out at the end of the month. It will also have some weapons and scenary objects,.

Jon Fletcher
19
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Joined: 7th May 2005
Location: Taunton, UK
Posted: 21st Sep 2006 22:35
very nice

i assume your using skylight and light tracer? have you considered baking these lighting effects or ambient occlusion? so you can get those soft shadows into FPSC


SpyDaniel
18
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Joined: 4th Feb 2006
Location: United Kingdom
Posted: 21st Sep 2006 23:02
How would I do that, Jon, Ive not done much with rendering in Max.

Jon Fletcher
19
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Joined: 7th May 2005
Location: Taunton, UK
Posted: 22nd Sep 2006 00:26 Edited at: 22nd Sep 2006 00:27
i never use it, i paint the default lighting directly to my textures, though i have kept the method (a very simple one) for any use later on.

set up your scene, apply textures to your model, etc. put your skylight down, and turn on advanced lighting as you would.

just don't use any lighting from angles, such as omnis, only the skylight for what the model should look like from any condition.

basically what you have just done with this model, so what i said above was pretty much pointless to you

OK, now go to render > "Render to Texture" (shortcut: '0')

select your model, and any separate parts there may be, that you want baked, which may have different textures, then scroll down and click add:



then choose CompleteMap



as you can see, there is also a bunch of useful stuff, including normal map baking, if you want to make a high resolution version from a copy of the original

Click "Add elements"

now, depending on the size of your texture, click on one of the buttons, highlighting the size of the map you want to bake:



Finally, at the bottom of the window, click "Render"

it may take a while to bake depending on your texture size, your new texture(s) will be placed into the directory specified in the render to texture window, at the top

tell me if it works well for you


Reality Forgotten
FPSC Reloaded TGC Backer
18
Years of Service
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Joined: 28th Dec 2005
Location: Wichita Falls TX
Posted: 22nd Sep 2006 01:06
Higgins- great model man. I willlearn to apply textures one of these days.

Jon- thats some great info for baking textures in max, Thanks!


RF
Jon Fletcher
19
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Joined: 7th May 2005
Location: Taunton, UK
Posted: 22nd Sep 2006 01:46
no problem buddy, just a quicky, i even took the time time to add this to my website


SpyDaniel
18
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Joined: 4th Feb 2006
Location: United Kingdom
Posted: 22nd Sep 2006 02:47
I did what you said, Jon, but I got a cut up uv map whe nI rendered, which didnt fit onto my model. Did I do some thing wrong?

Jon Fletcher
19
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Joined: 7th May 2005
Location: Taunton, UK
Posted: 22nd Sep 2006 15:39
it should have rendered directly onto your textures, so UV's shouldnt be mucked up...

are you overlapping any UV co-ordinates? and if you are using symmetry, are you mapping afterwards, or underneath the symmetry modifer?


Errant AI
18
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Joined: 24th Aug 2006
Location:
Posted: 22nd Sep 2006 16:19
Cool lookin character! Nudge attack sounds sweet.

You may need to "save UV coordinates." depending on how you're baking the texture then reload those UVs when applying the baked map.

If is breaks up your UVs into tiny pieces when baking, you might just want to do your shading manually to maintain GPU efficiency.

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