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cesar11's Avatar
Old (#1)
Hello everyone, i am a student at the Art institute of Fort lauderdale in FL studying Game Art and Design. I have yet to take any actual 3d class but since i had intro to game art our professor asked us to register here and i can now see why, this place is awesome. This website has pushed me to work even harder seeing how good people are.

I have been messing with 3ds max for a bit now and felt a bit confident and attempted to do a fully textured model with the least amount of geometry as possible i think it will be easier doing the best with little resources so that when i move up to higher tri count models ill be alright.

I look back and i know that i messed up with the Uv's i should have just done one side and then applied a symmetry modifier since the model is symmetrical but what a learning experience or maybe horizontal transform one half and lay it on top of the already textured uvs. The hardest thing for me was figuring how to unwrap the model and how to place the uv's so that i could paint them later with ease... what a hassle!

I have a question, when working with textures i only know the diffuse/opacity/bump map, is there any other place i can inform myself on how to use the other if i have too? ill probably learn it in school eventually but the process is too slow, still have one whole semester before i can even get into the first 3d classes. I have taught myself all i know through youtube videos and playing with the program so

please give me any feedback you think is necessary and sorry for the wall of text, thank you!!!



Offline , vertex, 32 Posts, Join Date Feb 2011, Location Florida Send a message via MSN to cesar11 Send a message via Yahoo to cesar11  
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Hatsya's Avatar
Old (#2)
In what platform you'll release that model? PSP? 3DS? NGP (Vita)? PS3, PC (as RTS/MMORPG enemy)? Consider those consoles for your polycount and texture size.

I'm sure PSP's max texture size is at 128x128, DS has alleged max texture size of 2048 x 2048, but most DS games utilize lower texture size.

In "assigning" meshes to appropriate textures, mark your edges with seams so that you can organize your UV map.
Offline , spline, 113 Posts, Join Date Jan 2011,  
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cesar11's Avatar
Old (#3)
I did not really consider what platform i was building the model from but its true i should always have that in mind when i do, i think the specs of each is over at the low poly challenge thread. Tbh i was going for as low as i could while being comfortable, this was a learning experience for me. Thank you for the feedback
Offline , vertex, 32 Posts, Join Date Feb 2011, Location Florida Send a message via MSN to cesar11 Send a message via Yahoo to cesar11  
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jeremiah_bigley's Avatar
Old (#4)
You could double your texture efficiency by mirroring your entire character considering the textures are perfectly symmetrical. You don't have any variation so you are essentially wasting half of your texture space for nothing.

You also have a lot of negative space in your uvs that could easily be filled if you rotated some things.

If you were wise about the textures I bet you could get it on a 256 and it look the same.

Cheers!
Offline , polygon, 663 Posts, Join Date May 2009, Location Coral Springs, Florida Send a message via Yahoo to jeremiah_bigley  
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Bibendum's Avatar
Old (#5)
Your texture looks pretty well painted but you need to lay out your UVs more efficiently, not just the fact that you didn't utilize symmetry but by the fact that you have way too much wasted space.

Not sure what you were asking in regards to texture maps but the polycount wiki is a wealth of info http://wiki.polycount.com/


Quote:
I'm sure PSP's max texture size is at 128x128, DS has alleged max texture size of 2048 x 2048, but most DS games utilize lower texture size.
The PSP's max texture size is definitely higher than 128x128, but max texture size is really misleading because the reason handhelds support high texture resolutions is because they're meant to be used with a texture atlas.

The ideal resolution of your texture is always best determined by figuring out how big your object is going to be on screen and planning your texture accordingly.
Offline , polygon, 600 Posts, Join Date Jun 2010,  
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cesar11's Avatar
Old (#6)
Bibe you are right, and thank you for the link i dident know they had a wiki, its awesome i found out just what i was asking. Thanks again
Offline , vertex, 32 Posts, Join Date Feb 2011, Location Florida Send a message via MSN to cesar11 Send a message via Yahoo to cesar11  
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