i have made a space shuttle for my portfolio in 3ds max. can i leave it with no texture since i am very with UV maps and is there any way to improve it. thanks for any help.
Hi Warbzz. I'd suggest to try and look around through other portfolios of 3d and game artists. In this way you can try and understand what kind of work is possible to create, what kind of limits, etc.
Your sentence is incomplete but I suppose you say you're not very familiar with UV maps. My suggestion is: learn whatever you need to learn to create the best you need to create! Don't settle for "I'll stop here since I don't know how to proceed". It's a very dangerous attitude because it leads to inaction. Inaction leads to lack of skills. Lack of skills leads to lack of employment.
But you've done a very good job on the primary shapes!! So why don't you go in there and think about texturing and detailing it. Also you need to take care of those edges, you see how they're a bit "wavy"? You gotta keep working on it, don't settle and I'm sure it will come out fantastic!
i when back and instead of getting a headache with uv i just used the material editor to texture it. i need a bit more detail to look right. i'm just experimenting with different texture now and i think it dose not look right. what you think?
You're not going to be able to get good results by just applying a couple tiled textures. Either you need to add more modeled details and combine that with a bunch of different tiling materials, or paint a unique, non-tiling, texture for it.
i said i was experimenting with texture. thanks for your feedback. do you have any tip on how i could add a UV map like a site or video i could learn from.
I agree with bardler, my work is always 100x better when I am working from a good piece of concept art or IRL object.
UV mapping seems very complicated at first but it is fairly simple once you get the hang of it. Textools for max can be quite useful if you are trying to get decent results as a beginner, it just simplifies some of the process down.
With UV mapping you just need to keep practicing, When I started I had no Idea how it worked but it still worked. Now I have a better Idea (still no master), but the results don't matter just keep practicing.
I would start a new project and follow a correct pipeline. I have been suggesting this to various people here on Polycount so this is a copy and paste, however as DOXTURTLE has also provided:
I would suggest following this tutorial made by Polycount's very own Millenia. It is an older video so the texturing
pipeline is pre Physically Based Rendering. Follow his tutorial from
High Poly to low poly modeling, his UV methods, and how he bakes that
detail down. After UVing you can watch his texture
process however keep in mind the industry has shifted from DNS or
Diffuse (with Ambient Occlusion stored within the texture map), Normal,
and Specular to PBR which is Albedo, Metalness, Roughness, Normal, and
Ambient Occlusion. (Follow the reference I provided in a post below.)
Replies
I'd suggest to try and look around through other portfolios of 3d and game artists. In this way you can try and understand what kind of work is possible to create, what kind of limits, etc.
Your sentence is incomplete but I suppose you say you're not very familiar with UV maps.
My suggestion is: learn whatever you need to learn to create the best you need to create!
Don't settle for "I'll stop here since I don't know how to proceed". It's a very dangerous attitude because it leads to inaction. Inaction leads to lack of skills. Lack of skills leads to lack of employment.
But you've done a very good job on the primary shapes!! So why don't you go in there and think about texturing and detailing it. Also you need to take care of those edges, you see how they're a bit "wavy"?
You gotta keep working on it, don't settle and I'm sure it will come out fantastic!
what you think?
UV mapping seems very complicated at first but it is fairly simple once you get the hang of it. Textools for max can be quite useful if you are trying to get decent results as a beginner, it just simplifies some of the process down.
try this video, he uses textools:
https://www.youtube.com/watch?v=y_1ql8yH2Ow
I would suggest following this tutorial made by Polycount's very own Millenia. It is an older video so the texturing pipeline is pre Physically Based Rendering. Follow his tutorial from High Poly to low poly modeling, his UV methods, and how he bakes that detail down. After UVing you can watch his texture process however keep in mind the industry has shifted from DNS or Diffuse (with Ambient Occlusion stored within the texture map), Normal, and Specular to PBR which is Albedo, Metalness, Roughness, Normal, and Ambient Occlusion. (Follow the reference I provided in a post below.)
Weapon creation tutorial - Part 1 (high poly model) - Millenia
https://www.youtube.com/watch?v=2Tgy0lBdJK0
Weapon creation tutorial - Part 2 (low poly model) - Millenia
https://www.youtube.com/watch?v=ceN-tdgf_fs
Weapon creation tutorial - Part 3 (UV & baking) - Millenia
https://www.youtube.com/watch?v=y_1ql8yH2Ow&spfreload=10Weapon creation tutorial - Part 4, final (Texturing) - Millenia
https://www.youtube.com/watch?v=m8oC1HsjOgkSome great reference for PBR texturing:
http://www.marmoset.co/toolbag/learn/pbr-practice
https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit
http://blogs.unity3d.com/2015/02/18/working-with-physically-based-shading-a-practical-approach/
http://www.artisaverb.info/PBT.html
https://www.youtube.com/watch?v=LNwMJeWFr0U
https://www.youtube.com/watch?v=Tt30zzBQb3w