Texture progress 10%
I have picked up generic BW textures and some from solar for tanks (in front) and pods (under main frame).
Too early to showoff, but the progress is being done which is good.
(09-01-2016, 07:40 AM)Swallow Wrote: Texture progress 10%
I have picked up generic BW textures and some from solar for tanks (in front) and pods (under main frame).
Too early to showoff, but the progress is being done which is good.
Does this mean the model in the OP is the final revision? Because it still looks like a work in progress.
(09-01-2016, 07:40 AM)Swallow Wrote: Texture progress 10%
I have picked up generic BW textures and some from solar for tanks (in front) and pods (under main frame).
Too early to showoff, but the progress is being done which is good.
Does this mean the model in the OP is the final revision? Because it still looks like a work in progress.
No, it is being tweaked according to texture.
Firstly I make a basic shape, then I apply a texture, and then introduce minor changes for mesh to better fit the texture.
(09-01-2016, 07:40 AM)Swallow Wrote: Texture progress 10%
I have picked up generic BW textures and some from solar for tanks (in front) and pods (under main frame).
Too early to showoff, but the progress is being done which is good.
Does this mean the model in the OP is the final revision? Because it still looks like a work in progress.
No, it is being tweaked according to texture.
Firstly I make a basic shape, then I apply a texture, and then introduce minor changes for mesh to better fit the texture.
That's an interesting method, you're the first person I've met who models that way. I'd ask more questions but I don't want to drag the thread off topic, so I'll just say it would be cool to have this ready by the next update.
I am about finishing its nose part already. Say, I am at 20%.
As for the method - it is believed (by myself) that this way I could achieve extra coherence between the model and the texture.
The way we all do UV mapping here is tile-based, whose one of strength is unpredictability of the final result (which makes things a little more interesting).
Such an iterative process is perfect for creators like me, who do not see the image completely at the beginning, but have to mess around to start seeing details and peeking the design out of them.
Modeling > texturing > modeling (and maybe texturing again?) is a nice way to make a good use of predefined textures and basic shape... Though I am still grasping around the whole concept of this technique (for future publication and tutorial-recording).
(09-01-2016, 11:44 AM)Swallow Wrote: I am about finishing its nose part already. Say, I am at 20%.
As for the method - it is believed (by myself) that this way I could achieve extra coherence between the model and the texture.
The way we all do UV mapping here is tile-based, whose one of strength is unpredictability of the final result (which makes things a little more interesting).
Such an iterative process is perfect for creators like me, who do not see the image completely at the beginning, but have to mess around to start seeing details and peeking the design out of them.
Modeling > texturing > modeling (and maybe texturing again?) is a nice way to make a good use of predefined textures and basic shape... Though I am still grasping around the whole concept of this technique (for future publication and tutorial-recording).
I've always adhered to the philosophy of mapping the textures to the geometry of the model. I suppose doing the same thing backwards and matching the geometry to the textures works as well but since as you already pointed out we're working with tiles, I think you would need to be extremely careful to avoid geometrical repetition.