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Old 12-09-2008, 03:38 AM   #1
elephantinc
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Default Starship

This is actually my first non organic model
How might i UV map this?
http://elephantanimations.110mb.com/ <----pictures here

Im gonna do most of the detail in the texturing
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Old 12-09-2008, 04:29 AM   #2
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Thats a very broad question to ask as really UV texturing is the same for this as organic texturing.

Check out the UV texturing tutorials on this site or in the help files.

Chris
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Old 12-09-2008, 05:26 AM   #3
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yeah, do you know general uv Unwrapping?
It is a lot easier in general for mechanical, why? Because you have references for seems. Ever seen a box with no seams? I know I haven't.
A lot of flat faces make it generall very easy to unwrap such a beast. If you've more specific issues, pipe up!
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Old 12-09-2008, 05:44 AM   #4
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Agreed. I'm curious, wheres the cockpit located, it looks like its in the front but it also looks like could be in the back. And I see you revamped your site, I think the older version had more flare and seemed more relevant to animation, this one doesn't seem very personal, it looks like one of those sites where you'd go to order lumber and pipes.
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Old 12-09-2008, 07:02 AM   #5
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yeah, i'm wondering where the cockpit is too (weird dodgey name that...)

you could just use the UV mapping functions in Maya, the cylindrical mapping for the pipes and all those funky other things

btw, you need to smooth your normals. the ship looks too blocky
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Old 12-09-2008, 07:31 PM   #6
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So just like organics? I know it needs smoothing out, I was just thinking that the texturing might help sort that out (because it will be made out of metal plates it will be quite angular, but ill still smooth it i think)

And the bridge (its gonna be a big ship so its not really a cockpit) is on the little ship at the top)

In regards to my site, I dont like the new design either but other people seem to, its experimental at the moment, it hasn't actually replaced my old site, the new design is at a new domain, just to test it out
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Old 12-09-2008, 07:46 PM   #7
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Planar, Cylindrical, its all the same when it comes to mapping, just because its inorganic doesnt mean its any different. Only different in your mind....

I have this one to do http://www.outlaws3d.com/?pp_album=m...nderIV_2k8.jpg


Im only going to do one half then flip it...why do double the work when it comes to uvs. The texture of course will be different

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Old 12-09-2008, 08:11 PM   #8
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BTW when i took the screens flat shading was on, so it looks alot less smooth, do you still think i should smooth it?
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Old 12-09-2008, 08:14 PM   #9
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Pic smoothed, smooth shading on (V low continuity under 0.1)
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Old 12-09-2008, 08:15 PM   #10
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Not smoothed, smooth shading
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Old 12-09-2008, 09:01 PM   #11
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You need to add bevels to the edges to make them look 'smoother' but keep it looking mechanical. Unless its a razor blade no edge is that sharp and angular. Look around you...

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Old 12-09-2008, 11:19 PM   #12
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Yeah man, bevel them edges.

I'm quite liking the design, a few more detials here and there and I reckon its gonna be pretty good!
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Old 13-09-2008, 12:14 AM   #13
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ok ill bevel the edges
I might add a bit more detail first....
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Old 14-09-2008, 07:33 PM   #14
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What should i put in the engines?
image here (its the first one) -----> www.elephantanimations.110mb.com
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Old 14-09-2008, 08:58 PM   #15
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Fuel?
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