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#2 (permalink) |
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Industry Artist
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A few issues...
You've got a massive disparity in detail, both model-wise and texture-wise. The model has loads of polys on small details but the really massive curved tubes have very little, giving them a blocky appearance. I'd try and even that out a little so that the building's silhouette looks nice. Steal polys from the small detail if you need. With the texture, there's tremendous leaps in texel density (i.e. the size 1 pixel of a texture is when it's on the model). In your UV checker shot, you can clearly see that some parts of the model have massive, stretched squares and other parts have tons of closely packed ones. You want to try and have this pretty even across everything you have in the scene; the squares on the texture should be evenly sized across everything. Otherwise you get the results you have where the textures with massive squares look really bad compared to the bits that are closely packed small squares. If you ensure that it's even across the object (and scene) then it looks pretty normal as the really detailed bits don't make the undetailed bits look crap in comparison. |
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#3 (permalink) |
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Frequenter
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Yeah i was thinking that for the tubes too.
I still have 300 polys non used so will do the job. About the checker. It's stretched out and small out because the objects are not Combined. My work flow is a bit different. First i texture every single model. They are sepaete if i did not mention this. After i texture all the parts from the model i Combine the model match the Uv's in the quadrant then just place the previously made textures on the Combined Uv map... Maybe this is the wrong way due to that stretching i have. I'll start to not do that and just place the whole uvs on one map @ the first point... 10x fro the comment ! ![]() |
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#4 (permalink) |
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Frequenter
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what i usually do is to uvw each part independently, then when i fit them all into the sheet i make sure to scale them to the same scale instead of just throwing each part in there. just takes some tinkering to get done but makes a better result
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#5 (permalink) |
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Industry Artist
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Such a big difference in stretched out or tighly packed texels is still wrong, even if they're separate elements of the same model - there's still a huge difference between texel densities.
I'd wait until you're finished your model and unwrap it then. Then you can pack it more efficiently and ensure that the texel densities are the same. |
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#8 (permalink) |
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Industry Artist
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It's not really fixed, it's just all on one map now. It's also nothing to do with the texture size, being pixelated isn't the problem, it's an issue of how big the pixels are on one bit compared to the other bits.
To give a good example of what's wrong in the texture flats; the entire roof of the building has as much space on the texture as the tiny keypad beside the door. But the roof is MASSIVE and the keypad is tiny. So really the roof should get a lot of texture space and the keypad should get very little. The grating at the foot of the door is also far larger on the texture sheet than the roof, yet the roof is a good 10-20 times larger on the model. Hopefully this will highlight what I'm on about; ![]() ![]() Last edited by Talon; 27-08-2009 at 09:49 AM. |
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#10 (permalink) |
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New Member
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Well, why not have 3 seperate textures 1 for the pipes, 1 for the roof and 1 for the rest of the building.
The pipe and roof textures won't have to be large this way, but they sould be seamless. This way you can have the same detail around the building withought using huge textures.
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