SimplyMaya Forums

Welcome to the forum, feel free to ask questions here.


SM Forums / Your Work / Work In Progress / Sherman M4A1

Work In Progress Post your WIP here to get some feedback and critique from our other members.

Join the conversation. Reply to post
Page 10 of 21 « First 8 9 10 11 12 20 Last »
 
Thread Tools
15-01-2012, 10:14 AM   #136
daverave
The thin red line
 
daverave's Avatar
 
Join Date: Aug 2009
Location: England
Posts: 4,472
Thanks Chavfisher sorry for not replying sooner, UVed the main tank will go around the tank to see were I need more UV space for texturing as I still have some large gaps to fill............dave
Attached Thumbnails
Click image for larger version

Name:	ShermanUV07.iff.jpg
Views:	118
Size:	68.1 KB
ID:	50149   Click image for larger version

Name:	ShermanUV08.jpg
Views:	119
Size:	281.7 KB
ID:	50150  
__________________


Avatar Challenge Winner 2010
  Reply with quote
15-01-2012, 11:47 AM   #137
bullet1968
Lifetime Member
 
bullet1968's Avatar
 
Join Date: Feb 2010
Location: Australia
Posts: 4,255
Whhoooaaaaa thats some serious UV mate...bloody hell
__________________
bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
  Reply with quote
15-01-2012, 06:06 PM   #138
ctbram
Moderator
 
ctbram's Avatar
 
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,997
layout looks good dave. Good job!
__________________
"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
  Reply with quote
15-01-2012, 07:07 PM   #139
daverave
The thin red line
 
daverave's Avatar
 
Join Date: Aug 2009
Location: England
Posts: 4,472
Thanks Bullet, Rick
I trying to spread out the UV so as to use as much space as possible..............dave
Attached Thumbnails
Click image for larger version

Name:	ShermanUV09.jpg
Views:	112
Size:	261.1 KB
ID:	50153  
__________________


Avatar Challenge Winner 2010
  Reply with quote
16-01-2012, 07:27 AM   #140
honestdom
The Nurb Herd
 
honestdom's Avatar
 
Join Date: Oct 2007
Location: London
Posts: 2,381
so, are you only going to use one texture for the whole model?
  Reply with quote
16-01-2012, 07:46 AM   #141
bullet1968
Lifetime Member
 
bullet1968's Avatar
 
Join Date: Feb 2010
Location: Australia
Posts: 4,255
Now Im going to ask this question...as I have just had the top 4 front teeth ripped out by the vet...Im in pain...and need to get this through my head...why dave...havent you split the UV's for the model into parts? I ask this, as my Defiant wont be as dense, but not far off of it.....and the resolution for bumps etc will be difficult, even for shading etc. If you had something...say as dense a model as the Bismark or Missouri....how the hell would you do it?? dom?? maybe you could enlighten me as well as dave? This has puzzled me for ages...to have all that info in the working quadrant...seems wierd to me and you lose quality in the ability to paint all these bits

cheers bullet
__________________
bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
  Reply with quote
16-01-2012, 09:20 AM   #142
daverave
The thin red line
 
daverave's Avatar
 
Join Date: Aug 2009
Location: England
Posts: 4,472
Bullet I have worked on this so much that I know what most of the uvs are for so did not think it would need splitting up.
There will about 9 texture, 1 as you see for the main tank size 8192 x 8192, 1 for the light lens size 512 and 7 for the track size 512. Any thing wrong with that Dom. Just doing some testing a the moment to see how the rez stands up. I might want to do a displacement but only on a few items would it make sence to do them on a smaller texture on there own................dave
__________________


Avatar Challenge Winner 2010
  Reply with quote
16-01-2012, 01:48 PM   #143
bullet1968
Lifetime Member
 
bullet1968's Avatar
 
Join Date: Feb 2010
Location: Australia
Posts: 4,255
Fair call dave...the main reason I asked...if you had something like the Bismark....having all those parts in the UV window....would it not be difficult to paint in PS...you know for blemishes, scuffs, rust etc??? maybe dom has something on it

cheers bullet
__________________
bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
  Reply with quote
16-01-2012, 04:06 PM   #144
cgisoul
Lifetime Member
 
cgisoul's Avatar
 
Join Date: Apr 2011
Posts: 258
Holy Moly! That's hell of a UV unwrap you have there Dave.
Looking forward to see it textured!
  Reply with quote
16-01-2012, 05:58 PM   #145
gubar
Registered User
 
Join Date: Mar 2007
Posts: 1,055
I would normally UV according to material, so that all dull metal parts would share one space, all green metal one space, all plastic one space etc so that you'll have one diffuse/spec/bump per material,

If you decided to do that way (not saying you should) it would just be a matter of moving them around, all the hard work is done

cheers

gubar
  Reply with quote
16-01-2012, 06:58 PM   #146
honestdom
The Nurb Herd
 
honestdom's Avatar
 
Join Date: Oct 2007
Location: London
Posts: 2,381
exactly... if you are doing different materials why do you need to squeeze everything into 0-1 UV space? your 8k texture is now only using half the size. if you are doing a separate material for the main body of the tank you can scale up the shells to fill the space and then utilise the whole texture resolution.
  Reply with quote
16-01-2012, 09:24 PM   #147
daverave
The thin red line
 
daverave's Avatar
 
Join Date: Aug 2009
Location: England
Posts: 4,472
Thanks Guys
gubar I did use your tip of combining parts to help UV witch it did. Most of this is one colour green but there are the tools and the little straps but the main reason I think I have to change it is the bump map as the hull, buggie holder and turret are cast metal. gubar you are talking about just moving the parts in UV space so there are grouped together and Dom is saying use different shader I think but witch one to use?..............dave

Edit:This is the first time I have textured any thing this complex so any help is welcome
__________________


Avatar Challenge Winner 2010

Last edited by daverave; 16-01-2012 at 09:31 PM.
  Reply with quote
16-01-2012, 09:59 PM   #148
gubar
Registered User
 
Join Date: Mar 2007
Posts: 1,055
hi Dave, no we're talking about the same thing, 1 u v space per material. So dull metal equals one shader and one space. Cheers
  Reply with quote
16-01-2012, 10:45 PM   #149
daverave
The thin red line
 
daverave's Avatar
 
Join Date: Aug 2009
Location: England
Posts: 4,472
Thanks for clearing that up gubar, I have not done the changes yet was testing baking out a occlusion texture the idea is to use it as a layer mask in photoshop for the dirt has any one done that...........dave
Attached Thumbnails
Click image for larger version

Name:	ShermanUV10.jpg
Views:	102
Size:	35.4 KB
ID:	50155  
__________________


Avatar Challenge Winner 2010
  Reply with quote
17-01-2012, 06:40 AM   #150
honestdom
The Nurb Herd
 
honestdom's Avatar
 
Join Date: Oct 2007
Location: London
Posts: 2,381
yeah its a good technique.
  Reply with quote
Reply
Page 10 of 21 « First 8 9 10 11 12 20 Last »

Thread Tools


Similar Threads
Thread Thread Starter Forum Replies Last Post
M4A1 rifle Masteryoda Finished Work 5 04-11-2006 05:36 PM