Cheers mate. I'm actually feeling rather good about it. I mean the texture doesn't have to be ultra detailed cos the geometry helps me out partly on that front.
"You can live for yourself today -- or help build tomorrow for everyone" _LIVID
It's good to be back. That's why I love this place, all the people here are so helpful and I feel so welcomed all the time.
Another reason why I have decided to texture this model is that I am having a bit of trouble texturing Kurt's Oliphant in Zbrush (again for this new showreel).
So I either had the choice of getting frustrated that it wasn't going well and wait for the Zbrush forums to help me out or to start working on something else.
So when I reach a problem with one I move onto the next so I am always doing something productive.
But that all might change with Red Alert 3 coming out tomorrow
I will have a new shot before then I promise.
Also while I have a bit of your attention. I have ventured into the realm of the video blog. Don't worrie, there is only one photo of me and future one's won't be as long as 7 minutes.
I mainly made it for friends I have that are far away (and are too lazy to read on Facebook).
Catch you round.
"You can live for yourself today -- or help build tomorrow for everyone" _LIVID
As you can see I have just mapped the uv's and applied a basic lambert with just the colour channel mapped to a hull texture. I am pleased with the texture itself however as usual I don't like the interaction between the different bit's of geometry.
My method is to get the colour looking right and then start on the bump while also making the colour look more metalic.
The good thing about the Star Destroyer is that while you can imagine that theses things have been out in space for years they still look good for it so hopefully a simple(ish) bump map will be all that's needed to make this things look right.
We will have to see when I get that far.
I'm warning you with peace and love
"You can live for yourself today -- or help build tomorrow for everyone" _LIVID
So what I have been up since the last post is working on some of the smaller bits.
I made a stock of about 3 procedural textures. Went around and softened some of the normals because some of the bits needed and then started applying some of the textures.
For some of the bigger bits I will go and give them unique textures but at the moment I haven't go there.
Nearly time to start making it look more like a metal object.
I'm on a series of night shifts so im not sure how much I will get done during that period but after that I am off for 5 days so it will be Maya overdrive.
"You can live for yourself today -- or help build tomorrow for everyone" _LIVID
OK, so I think I have finished the engine section. So I will post a couple of images showing that.
I have added a bump map as well but as always I welcome your comments to make this as good as it can be.
One other thing. I am getting the following error when I have the main section displayed.
// Warning: Failed to open texture file E:/Media/Maya Files/Projects/Star_Destroyer/textures/MAIN-HULL.jpg //
// Error: Free memory is low. Memory exception thrown //
Now I know MAIN-HULL.jpg is quite high res but I have rendered it before. I have given Maya max resources and closed a fair number of other things running in the background but it's still being a little greedy.
So this is my next task. To get this problem sorted. I don't want to go through the whole process of texturing and at the end of it find out that I can render the darn thing
Cheers
"You can live for yourself today -- or help build tomorrow for everyone" _LIVID
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