Is there a reason for the massive waste of uv-space? Unless you're going to be sharing these uv's between multiple objects and will be adding more to it, you could put all of this in the first map. Actually, you could even get rid of a lot of stuff on the first map, like the cloned ventilators. It's also a bit underlit and blue on the whole.
Well he could have UVs laid out in all of that open space. The truth is we haven't seen his UVs, we've only seen what's been painted so far. For all we know the whole thing is used up, just not painted yet.
Yea its all unwrapped, I posted this late lastnight while on break from work. Just wondering about the coloring, and design. Im going to dirty it up a little to break the even feeling with the vents but just wondering why I should delete the whole ventilation?
I don't think he was saying to delete the vents entirely, I think he was just saying you could have tiled one vent a couple times and saved some UV space, but it depends, as that would require more polys and would have been expensive in other ways.
I like the look of it, but I don't have a good sense of scale. It needs an environment, or context.
you could theoretically make a uv sheet for texturing thats layed out super easy to read, loads of wasted space and massive size etc, then bake that to a new super tight uv set. youd lose some painted accuracy but that might not matter depending on the context
you could theoretically make a uv sheet for texturing thats layed out super easy to read, loads of wasted space and massive size etc, then bake that to a new super tight uv set. youd lose some painted accuracy but that might not matter depending on the context
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hm,how would this be done?
Sounds like great tehnique,got any tutorials?
well using render to texture, you can render from one uv set to another. so just set up your first one as 1024 with nice spaced out parts, and make your second one tightly packed, then render from the first to 2nd at 512 for example
then paint it to look like metal, unless this computer belongs in a verry rough office enviroment, it should not be all scratched up, in fact in verry few instances in the real world does metal look all scratched up, i mean look at metal in your everyday envroment, your computer case, cars, submarines, usualy any scratches on these objects are fine hair line scratches, it should not look like someone went crazy with a crowbar across the surface.
i think the new one under neath the overlay has some decent improvement, more contrast to the texture makes it pop a little more,, tho becarefull as you may be going a lil over board, as you are hitting pur black on a lot of places,
i think the glow from your lights should be a lot more subtle, thats kinda crazy glow. also on your texture, you painted the red glow on the white strip for the corners of the computer box, even tho that corner piece is also used on the opposite side of the model where there is no lights,, it still glows
You should post these renders at full bright. Just take a print-screen from within the app. The painted-in glow technique doesn't really work when the crap shadow from the render is cast on it (that is untill you have a glow map applied).
when I started the concept its purpose was for a corporate setting but because of the size of the model I was told it would be to big so the team might use it for something else, so I am just waiting to find out what that is exactly and then I will go back and paint something in.
Thanks Johny for the compliment, I put alot of hours into it. Im very proud of it.
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He obviously hasn't finished UVing it, fellas.
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Than why start texturing?
I like the look of it, but I don't have a good sense of scale. It needs an environment, or context.
Than why start texturing?
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you could theoretically make a uv sheet for texturing thats layed out super easy to read, loads of wasted space and massive size etc, then bake that to a new super tight uv set. youd lose some painted accuracy but that might not matter depending on the context
you could theoretically make a uv sheet for texturing thats layed out super easy to read, loads of wasted space and massive size etc, then bake that to a new super tight uv set. youd lose some painted accuracy but that might not matter depending on the context
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hm,how would this be done?
Sounds like great tehnique,got any tutorials?
i think the new one under neath the overlay has some decent improvement, more contrast to the texture makes it pop a little more,, tho becarefull as you may be going a lil over board, as you are hitting pur black on a lot of places,
i think the glow from your lights should be a lot more subtle, thats kinda crazy glow. also on your texture, you painted the red glow on the white strip for the corners of the computer box, even tho that corner piece is also used on the opposite side of the model where there is no lights,, it still glows
EDIT : unless you want to dysplay anything written there i think you gave way too much space to the screen.
Thanks Johny for the compliment, I put alot of hours into it. Im very proud of it.