![]() ![]() When i created the phong and add textures, i had a bad suprise : my -cl.dds file didn't use the UV map i made : the UV map was gone although i stamped it and asked for using it as base material. I even read about softwares like UV mapper and roadkill (more info here and here) and i was wondering if it could be useful or if any of you was using these tools (even if i don't see how import the UV map in softimage once the mapping is done).Īn other question : when i mapped my ship for texturing, i stamp the UV and then close all to use Gimp, making data maps and so on. Do you have some tips and tricks i could use ? I also read about something about using islands or disconnecting polygons through seams. I find it difficult with a lot of overlapping and so on. Then you use a planar projection and start ripping your model apart in the texture editor of softimage, using subprojections when it is needed. I modeled a more intricate ship than my first shot : (pics here and here) but i have a hard time to map it.įrom what i have learnt, to make a UV map, you start by creating clusters to subdivide your ships in smaller, easier to map parts. ![]() How do you do that ?Īnd, by the way, what are hard edges ? Are they useful for SOASE modeling ? From a cube for example : starting with the four sides, i want two flat surfaces joined and a rounded surface with the two others. From a square or a rectangular shape, how do you make a perfectly rounded shape. I made some progress in modeling but there is still something i don't know how to do. The tutorials i used are good but quite short so i have a few questions for those who have experience in modeling and kind enough to answer me.įirst : shaping. I use Xsi softimage mod tool and gimp and I created this model to review the whole process before modeling and texturing more ambitious ships. After hours of work through a loooot of tutorials, starting from scratch, and thanks to this and this, i have the pride of being the creator of the ugliest ship in the game
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