bad marine ass@Posted: Mon May 23, 2005 4:01 am    Post subject: problem UV mapping/texturing: Hi, please take a look at this screenshot



I've got 2 problems right now, the first problem is that the test texture I put on to my UV map is extremely low-res, as you can see in the top circle. I'd like to make it more high-res, how do I do this?

Secondly, in the bottom circle, the edges of the polygons look extremely disturbing and fake. How do I smoothen them out?

Sorry if my post sounds rude, I just woke up Confused



rich_is_bored@Posted: Mon May 23, 2005 4:52 am    Post subject: : To smooth the edges ensure the points are welded and then enable smoothing in the surface properties.

If you want to increase the amount of texture data in those areas then you need to make them larger in the UV map.
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bad marine ass@Posted: Mon May 23, 2005 6:28 am    Post subject: : k I resized the polygons in the UV map, but they will exceed the grid size, is that a problem?


rich_is_bored@Posted: Mon May 23, 2005 6:44 am    Post subject: : Try to picture the grid as one instance of your texture. Anything that exceeds the boundries of the grid will wrap around to the other side.

This isnt a problem provided your texture is seamless. Infact, this is how you repeat a texture on a terrain model for instance.

In your case however, since the texture is for a weapon it doesn't make sense to use a seamless texture. It's best to stay within the grid.

Keep in mind you're not limited to just scaling and moving pieces. You can also rotate pieces. The goal to take up as much space within the grid as possible.

You can also scale down sections that don't need as much detail to make room for the pieces that do.

Finally after all the tweaking you can possibly do, if you still don't find the results satisfactory, as a last resort you can just use a larger texture.
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bad marine ass@Posted: Tue May 24, 2005 10:12 pm    Post subject: : thanks man i get the idea now


bad marine ass@Posted: Fri May 27, 2005 6:44 pm    Post subject: : Hmm I still can't figure out how to smoothen this part




rich_is_bored@Posted: Fri May 27, 2005 7:36 pm    Post subject: : Are all those polys the same surface? Have you checked smoothing in the surface properties? What's your smooth threshold set at?


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bad marine ass@Posted: Fri May 27, 2005 7:43 pm    Post subject: : -edit-

I welded the points, but now the polygons have become triangles and look strange

-edit again-

Nvm I realised where I'd gone wrong. Solved my problem, thanks Smile



bad marine ass@Posted: Sat May 28, 2005 1:56 am    Post subject: : I've got one more question, my model is currently at 3000+ polys, how do I change it into a super-low poly version? I tried reducing polys+, but it screws up the whole model


rich_is_bored@Posted: Sat May 28, 2005 3:07 am    Post subject: : Um... carefully.

There are numerous tools you can use to reduce the polycount of your model.

My guess is you're looking for an automated type deal like qemmloss although I think you get better results by manually reducing the polycount by using tools like bandglue and remove edges.

You really ought to read through this site page by page...

http://www.suture.net/tutorials/modeling/index.php
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bad marine ass@Posted: Mon May 23, 2005 4:01 am    Post subject: problem UV mapping/texturing: Hi, please take a look at this screenshot



I've got 2 problems right now, the first problem is that the test texture I put on to my UV map is extremely low-res, as you can see in the top circle. I'd like to make it more high-res, how do I do this?

Secondly, in the bottom circle, the edges of the polygons look extremely disturbing and fake. How do I smoothen them out?

Sorry if my post sounds rude, I just woke up Confused



rich_is_bored@Posted: Mon May 23, 2005 4:52 am    Post subject: : To smooth the edges ensure the points are welded and then enable smoothing in the surface properties.

If you want to increase the amount of texture data in those areas then you need to make them larger in the UV map.
_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?



bad marine ass@Posted: Mon May 23, 2005 6:28 am    Post subject: : k I resized the polygons in the UV map, but they will exceed the grid size, is that a problem?


rich_is_bored@Posted: Mon May 23, 2005 6:44 am    Post subject: : Try to picture the grid as one instance of your texture. Anything that exceeds the boundries of the grid will wrap around to the other side.

This isnt a problem provided your texture is seamless. Infact, this is how you repeat a texture on a terrain model for instance.

In your case however, since the texture is for a weapon it doesn't make sense to use a seamless texture. It's best to stay within the grid.

Keep in mind you're not limited to just scaling and moving pieces. You can also rotate pieces. The goal to take up as much space within the grid as possible.

You can also scale down sections that don't need as much detail to make room for the pieces that do.

Finally after all the tweaking you can possibly do, if you still don't find the results satisfactory, as a last resort you can just use a larger texture.
_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?



bad marine ass@Posted: Tue May 24, 2005 10:12 pm    Post subject: : thanks man i get the idea now


bad marine ass@Posted: Fri May 27, 2005 6:44 pm    Post subject: : Hmm I still can't figure out how to smoothen this part




rich_is_bored@Posted: Fri May 27, 2005 7:36 pm    Post subject: : Are all those polys the same surface? Have you checked smoothing in the surface properties? What's your smooth threshold set at?


_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?



bad marine ass@Posted: Fri May 27, 2005 7:43 pm    Post subject: : -edit-

I welded the points, but now the polygons have become triangles and look strange

-edit again-

Nvm I realised where I'd gone wrong. Solved my problem, thanks Smile



bad marine ass@Posted: Sat May 28, 2005 1:56 am    Post subject: : I've got one more question, my model is currently at 3000+ polys, how do I change it into a super-low poly version? I tried reducing polys+, but it screws up the whole model


rich_is_bored@Posted: Sat May 28, 2005 3:07 am    Post subject: : Um... carefully.

There are numerous tools you can use to reduce the polycount of your model.

My guess is you're looking for an automated type deal like qemmloss although I think you get better results by manually reducing the polycount by using tools like bandglue and remove edges.

You really ought to read through this site page by page...

http://www.suture.net/tutorials/modeling/index.php
_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?