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#22 (permalink) |
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Freelancer
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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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#29 (permalink) |
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Forum Leader
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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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#30 (permalink) |
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Freelancer
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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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