AuthorTopic: mech  (Read 10367 times)

Offline QuickSilva

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Re: mech

Reply #20 on: February 18, 2007, 01:03:58 pm
Well I gave it a try and if you create the uv map first it gets really messy at a size of 64x64 as you can imagine so I`m guessing thats why Kenneth does it the other way around so that he can see what he`s doing without the pixelly uv lines blocking his view.

Jason.

Offline Rox

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Re: mech

Reply #21 on: February 18, 2007, 02:29:07 pm
Yeah. Normally, a pixel is pretty tiny in a texture, you don't need pixel perfection when just plain painting a texture, so it matters much less how the UV map itself looks... but if each polygon has so few pixels, then I imagine it'd be much better to place those pixels first, then fit the UV map until it looks good.

Offline ptoing

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Re: mech

Reply #22 on: February 18, 2007, 04:34:25 pm
Good point actually. I need to do some lowpoly stuff at some point.
There are no ugly colours, only ugly combinations of colours.

Offline Lackey

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Re: mech

Reply #23 on: February 18, 2007, 08:18:17 pm
I also notice he's done stuff like fitting the texture from the hands to the ends of the axel for his hips.  Did you plan for this Kenneth, or just choose a detail to put there when you were making the UV?

Offline huZba

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Re: mech

Reply #24 on: February 19, 2007, 04:52:16 pm
i'm really liking these. Very effective in all it's simplicity.

How about dropping them in macromedia director so we can play around with those? Should take just a few minutes to make a rotation/zooming feature.
Or maybe even make some walking controls to walk around on a flat plane... OR even add that havok physics feature that's built in director.

I think 3dsmax might even have a feature to directly export as a shockwave file.