Ive been working with Blender for about 4 months.
I learned how to use the tools and controls from youtube vids and the Blender wiki.
kinda getting the hang of it.
So, here's the stuff I've made so far.
Haha nice to see people starting off using Blender, all I can say is stick with it. You might hear some negatives about it but imo its all foney baloney. You're definetly making some good progress. I suggest that maybe for the renders try to play around with the cycles renderer.
I agree with projectEagleeye that you should try to break your big goal down into smaller ones. After your done practicing uvs and texturing on this castle perhaps you can try building a series of small props. Maybe things that could go in the castle. Regardless, keep on going I'm sure we'd all like to continue seeing work from you.
I made that castle/fort a few months ago and I am going back to texture it. So I do have other things made after that.
Like this star shaped star blaster.
Blender user of several years here. I recommend getting to know the modifiers. The ones that are especially useful are: subdivision surface - similar to max turbo smooth I think. Mirror - your gun would really benefit from this, as well as your castle. Array - combine with the modular tutorial linked earlier can really make building architecture fun. I could really fill this post with links to youtube, so I'll leave you to search. However people I recomend are, Andrew Price & Sardi Pax.
Here we go. I always have major problems making seams and Doing good seams for UV mapping is hard on its own.
Fist problem is this archway, it looks fine its flat and perfectly square boarder but the UV layout has collapsed in on itself.
The main issue likely is that you have an n-gon in a concave shape. I'd always avoid n-gons on low poly models because there's no reason to leave them in, really - but concave shapes like this are especially problematic as the program's underlying triangulation can make for really wonky polygons and/or screw up your UVs (as happened here).
Try connecting the verts with edges in this fashion to make tris and quads:
Thanks Millenia that worked straight away.
For the second problem I just removed the edges and made them one face.
Here is a export of the UV, I'm now going to look up those tiling guides.
If possible you should strive to make your UV islands into axis aligned (non-rotated) rectangles as that makes it a lot easier to efficiently pack them. You also get the added benefit non-aliased lines when you need straight edges on your textures, as you probably will on a castle/tower.
Most projects like this would also use tiling textures so you don't necessarily need to give the islands unique UV space.
Did you modify the geometry after UV mapping? that could be the reason why you're seeing texture stretching. Try UV mapping those stretched sections again.
Did you modify the geometry after UV mapping? that could be the reason why you're seeing texture stretching. Try UV mapping those stretched sections again.
Replies
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I know how to do UVmapping. kinda.
http://www.polycount.com/forum/showthread.php?p=2197943#post2197943
Like this star shaped star blaster.
I made this in about 5-6 days.
Fist problem is this archway, it looks fine its flat and perfectly square boarder but the UV layout has collapsed in on itself.
The outer wall is a bit wonky as well.
I checked and there are no over lapping vertices or edges.
Try connecting the verts with edges in this fashion to make tris and quads:
For the second problem I just removed the edges and made them one face.
Here is a export of the UV, I'm now going to look up those tiling guides.
Most projects like this would also use tiling textures so you don't necessarily need to give the islands unique UV space.
Good luck!
I don't think I did.
Yeah I will try that.