Integrating 3D models with photography
Interested in integrating your 3D work with the real world? This might help
# 211 20-06-2012 , 08:38 PM
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thanks stevejp and dustykhan, do you guys have any suggestions how should I divide and then group individual parts of model for UV layouts ? should I group for instance axe,hammer, spade and all that stuff together ?

C


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# 212 21-06-2012 , 06:41 AM
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I would seperate stuff into groups like wood, axe head, cast metal and rolled metal............dave




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# 213 21-06-2012 , 07:27 AM
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Im with dave, it will make it easier based on materail, less duplication etc and better to work with.

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# 214 28-06-2012 , 12:20 PM
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Well, at last I've unwrapped tracks.... what a fun select and move UVs 112 times...

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# 215 28-06-2012 , 03:57 PM
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I feel your pain...........LOL............dave




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# 216 29-06-2012 , 05:45 AM
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Why not run instances? Or does Maya have a cloner object like c4d? I can run multiple types and have it sort random. That way at max I only have to do a few to get the variety. That and adding noise in the overlay channel to break it up even more. Just seems like overkill to punch out that many UV's. Your texture res is gonna have to be beastly now to keep from having pixelation issues on the main map.

# 217 29-06-2012 , 08:01 AM
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Why cant you just UV one piece of the track then just apply that texture to the rest??? or am I losing something along the line. If you have UV all of them (transfer attributes of course) then just map one part, texture and apply to the rest??? or wont it do that?

cheers bullet


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# 218 29-06-2012 , 10:11 AM
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Yeah dave, as I saw you enjoyed it few weeks ago, lol

bullet and Chavfister, I did it almost exactly as you wrote, first just mapped one part and then copied it to rest of the links,but problem was that position of copied UVs was every time the same, so I had 112 UVs at each other.
Due to that it will not be possible to create some details like dirt, mess, clarts etc. on different parts of track.

EDIT:
Well guys, can you explain me this ? Why normals on default quality rendering mode works well, but once I choose Viewport 2.0 some of them get reversed :/

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Last edited by Creck; 29-06-2012 at 12:18 PM.
# 219 03-07-2012 , 10:05 AM
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any suggestions about those faces?


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Last edited by Creck; 03-07-2012 at 10:43 AM.
# 220 03-07-2012 , 11:03 AM
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Sorry Creck I dont use Viewport 2 have you checked your norms.............dave




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# 221 03-07-2012 , 11:25 AM
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norms are okay dave just color is black, anyway on HQ and DQ rendering mode both color and norms works well, so maybe it's some kind of bug ....


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# 222 04-07-2012 , 09:31 PM
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little progress user added image

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# 223 04-07-2012 , 09:48 PM
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Looking good Creck just got to keep at them.................dave




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# 224 09-07-2012 , 01:19 PM
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thanks dave! also would like to ask if it matters when there are parts of UV which overlay each other... see image below

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# 225 09-07-2012 , 01:27 PM
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Best not to have overlapping but if its in a place were it will not be seen it will not matter that much............dave




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