View Full Version : Sci-Fi Double Scythe (UV practice)
SasoDuck
02-16-2011, 11:15 PM
Just a little weapon model I made, practicing UV-ing on it. I know the UV's aren't supposed to be in separate files for each part, but I don't know how to combine them into one yet
Still need to do the handle and the little gear things on the ends
http://i392.photobucket.com/albums/pp3/SasoChicken/UVd-1.png
Anyway, I'll post the maps themselves tomorrow- bed now
SasoDuck
02-19-2011, 10:48 PM
Finito:
http://i392.photobucket.com/albums/pp3/SasoChicken/Final01-combo.png
Was a pain in the ass trying to UV this because my computer kept spontaneously crashing while I was working on the UV maps
jordan.kocon
02-19-2011, 11:24 PM
Nice work! I'm really diggin the metal texture, I'm curious, is it hand painted or photo sourced? Either way very sexy :) The only part that is bother me is the 2 lighter grey pieces at either end of the hand grip, the texture just seems very flat. Otherwise great work.
aajohnny
02-20-2011, 06:44 AM
Very nice!
brandoom
02-20-2011, 11:12 AM
Cool concept, you should probably show the UV map(s) though.
Heartless
02-20-2011, 11:24 AM
One of those blades should be reversed.
Also it looks like you just threw Photoshop generated clouds over everything. Don't do that.
SasoDuck
02-21-2011, 07:23 PM
is it hand painted or photo sourced?
Hand painted. I'm not exactly sure how to do a more photo-realistic texture besides some basic image files I use for most of my non-UV textures
The only part that is bother me is the 2 lighter grey pieces at either end of the hand grip, the texture just seems very flat.
Yeah, the MeshSmooth that I had applied was non-existent in the modifiers menu, so when I tried to unwrap it the smoothing was still there and it screwed up the UV map. I just gave it the base grey texture that I used on the other parts, but without UV coordinates.
Cool concept, you should probably show the UV map(s) though.
I'll try to remember to tomorrow
One of those blades should be reversed.
Why?:icon_question:
Also it looks like you just threw Photoshop generated clouds over everything. Don't do that.
I only used PS clouds on the handle, just because I was on my 3rd go-around of UV-ing the handle after my computer kept crashing. First time my PS file wasn't saved so I had to start that over and then second time the PS file was saved and the UV map I had made in Max was lost, so I was really getting frustrated. When I figure out what the hell is wrong with it, I'll probably re-do that one map.
Thanks everyone!
SasoDuck
02-21-2011, 07:26 PM
Also I might try making another texture variant that has a some alien/tribal-looking designs on it wrapped around, not like the kind of tribal that people use for tattoos and junk, but something more elegant.
nick2730
02-21-2011, 08:17 PM
I imagine that thing being hard to wield lol
SasoDuck
02-21-2011, 09:23 PM
Well the main idea I had for it would be you'd use the lower blade to uppercut the guy in the gut, stab him up into the air, and then throw him to the side while then simultaneously using the top blade to flick down into his head to finish him off.
Heartless
02-21-2011, 10:18 PM
It feels like it would be terribly awkward to wield. Most double bladed scythes have one blade reversed so you can spin around. On this one you'd have to swing clock wise, then counter clock wise, then clock wise. You'd never pick up any momentum.
SasoDuck
02-21-2011, 10:33 PM
I didn't really design it to be a sawblade. It's for more precise stabs to the gut or a beatdown to the skull, in deliberate slices. If that makes sense?
burtonyang
02-22-2011, 01:33 AM
Make the handle fit the hand, it looks difficult to use; it would also give a unique design to it also. I would bump up the specularity for more of a metal look.
SasoDuck
02-22-2011, 01:40 PM
By "fit the hand" do you mean have little bumps where the fingers fit? Like this (http://www.fitnesszone.com/Merchant2/graphics/00000001/adj_handgrip.jpg)?
It looks more like a bow with knives at the ends than a scythe, to be honest.
The handgrip in the middle also looks either too big, or the weapon itself is too small to be a scythe.
The issue isnt so much in the UV (there isn't a uv map to judge if the uvs are good or not), its a design scale/proportions issue.
burtonyang
02-22-2011, 02:04 PM
By "fit the hand" do you mean have little bumps where the fingers fit? Like this (http://www.fitnesszone.com/Merchant2/graphics/00000001/adj_handgrip.jpg)?
Yes, something along the lines of that. Anything other than a boxy handle would be more interesting to look at :)
SasoDuck
02-22-2011, 04:38 PM
Alright I'll work on that.
Here's my UVs. Again, yeah they're supposed to all be on one file but I didn't know how so here they are:
MAIN SHAFT
http://i392.photobucket.com/albums/pp3/SasoChicken/002-2.png
LITTLE THINGS ON TOP OF THE BLADES
http://i392.photobucket.com/albums/pp3/SasoChicken/UV-01-TopFin.png
BLADES:
http://i392.photobucket.com/albums/pp3/SasoChicken/UV-02-Blade.png
letronrael
02-22-2011, 04:58 PM
Hey cool concept and great model! , the only thing tho , i dont want to be an asshole but, don't you think 3 textures sheet is way too much for one props that you can use symmetry and overlapping on it?
tell me if im wrong though
Good job , dont give up i know its hard to listen to all tose crits when you think your model is done!
brandoom
02-22-2011, 05:10 PM
3dmax?
Select all the pieces and apply an Unwrap modifier.
SasoDuck
02-22-2011, 05:12 PM
But then aren't all the sections really itty-bitty for lack of a better term?
aivanov
02-22-2011, 05:48 PM
That's why you selectively scale various UV elements (typically whichever parts will be seen and scrutinized the most by the viewer) and simply reuse existing UVs if mirrored. You're already using 1024x1024 for the maps - more than enough to have detail even on the small parts when put into a single map.
Artifice
02-22-2011, 05:49 PM
That's the deal. You reduce texel density as you add stuff. Really, use as many maps as you want, as big as you want. If it's just for learning or personal enjoyment, the sky's the limit. If you're wanting to actually make a production level piece or take it into a game engine, you should look at using one sheet. Probably a single 1k or 2k map for dif/spec/norm/etc. You can rationalize all you want with the 'oh, but it's FPS, it'll be seen up close' or whatever, but most likely, that's what you'd have to work with. Besides, it's kind of fun to see what you can do when you're limited on space.
For what you have so far, you don't need really high resolution. Everything's a bit messy and pixelated anyway, so downsizing to 512 probably won't have a noticeable impact. Give it go, see what happens.
SasoDuck
02-22-2011, 06:14 PM
Yeah I did reuse mirrored parts, but I'll work on making a more unified map at some point rather than a bunch of big images
Alberto Rdrgz
02-22-2011, 08:12 PM
GOD.... Heartless ur pic still creeps me out.
SasoDuck
02-22-2011, 09:41 PM
lol
Heartless
02-22-2011, 09:55 PM
GOD.... Heartless ur pic still creeps me out.
Why?
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