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Old 28-11-2009, 09:55 AM   #21 (permalink)
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You've managed to get a whole great load of detail into this, good job!
Good luck with the bake.
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Old 28-11-2009, 10:33 PM   #22 (permalink)
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I am in the middle of the Unwrap,damn,I am learning a lot of thing,the last is the comand pelt (i knew about this,but never really learned)!

So,there is a lot of piece,i think can become difficult to obtain great resoult putting all that stuff in a 1024 x 1024 texture,the first solution i have think is to overlap the map of the base cylinder at the end of every pipe,there are something like 6 of them...mh...for the rest,i think i have to sacrifice the detail in some piece (not in the body of the turbine for sure!!)

Tommorow I finish this & start to bake normals,then textures (damn,the most hard task I think )


Last edited by Marcus Aseth; 28-11-2009 at 10:36 PM.
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Old 29-11-2009, 06:27 AM   #23 (permalink)
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Put this together for you, hope it helps.

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Old 29-11-2009, 06:56 AM   #24 (permalink)
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very good ilustration myles. somethink like that i have also in mind.
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Old 29-11-2009, 08:15 AM   #25 (permalink)
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Thank you myles,i have to try this method!!
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Old 29-11-2009, 09:29 AM   #26 (permalink)
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Done,in this screen the old map of the main body of the turbine,& the new one made following the hint of myles

of the two different unwrap,which gives better results?

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Old 29-11-2009, 09:37 AM   #27 (permalink)
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can you show us both of them with a uv test texture on it?
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Old 29-11-2009, 10:24 AM   #28 (permalink)
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Marcus, if you look at Myles turbine, he doesn't have a cap at one end. Take yours off too, it will be easier to texture. And you save a couple of polys. A turbine is a hollow cylinder so open at both ends.
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Old 29-11-2009, 11:54 AM   #29 (permalink)
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Learning to make a good UV Map takes two things.... PRACTICE AND PATIENCE! Keep it up.

I wanted to mention that I love the way your engine flares out in the middle. thats where the combustion happens, so it makes it look turbo-charged to me (more space for combustion = BIGGER combustion)!

To add on to what Myles showed you: remember to keep your checkerboard boxes at the same size when mapping (scale UV shells to change size). Pixel density is important, and with different sized boxes, you get areas with pixels that are bigger/smaller that other areas. Doesn't have to be exact, but it should be close.
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Old 29-11-2009, 03:11 PM   #30 (permalink)
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@myles:later,becouse I have delete & do again the body of the engine

@Polygoblin: Thank you

@urgaffel:Thank you for the hint,I have add the hole & even done the turbine body from the beggining,before was 12 sides,now is 20 with a perfect Tris count of 3000 (my luck!)




Last edited by Marcus Aseth; 29-11-2009 at 03:18 PM.
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