I've textured my teacher's train model and so far I'm not quite satisfied with the outcome of the texture.
Here is UVW Map that I've unwrapped out of my teacher's model.
This UVW map is rendered @ 2048 by 2048; the green part of the 3d model is in the middle section on the left side of the UVW map.
This model is based on this site:
https://github.com/Seneca-GAM536/Wiki/wiki/A-1Some rules the teacher told:
- Texture size can be 1024 by 1024 or 2048 by 2048.
- Use photoshop or GIMP only for texturing (Too bad we can't use Substance
)
- No normal maps
The actual assignment for this is here:
https://github.com/Seneca-GAM536/Wiki/wiki/A-2If you bother to even read it notice that rules I've posted on top was not specified in the assignment.
I want to make my texture look better. By better I mean more photo-realistic. If you guys can give me any pointers and critiques on my UVW unwrapping techniques as well as some photoshop texturing techniques I would definitely appreciate that.
Replies
if you want photoreal the texture process will only take you so far. Lighting is what is going to help sell it as well
if the assignment is to focus on texturing, then start collecting train pictures
Lastly, I was told to layout the shells the way they look in the 3D model. Like having the side panel vertical instead of horizontal isn't good.
what is the intended final output for this? the model seem really low poly even for a mobile game
Regarding the model, I didn't model that. The teacher provided that for me to unwrap and texture.
BTW there was a previous assignment to that which does infact involve me modeling the train on my own. The limit was 6000 tris.
No normal map? 6,000 tri limit for a model of a train?
These are no where near industry specifications
I believe the outcome is to program the train to go along a certain path and change directions.
BTW I appreciate all you guys for chiming in and asking good questions. I hope what I gave answers all your questions.