iam working on a fantasy scene that is a bit celtic style, iam still a noob so please dont shoot me in the head if you dont like it btw, the textures arent mine but from the 3d total texture cd's (wich are very good, i think).
can you please explain to me what you mean with uv stretching? i have been modelling for around 2 weeks or something... (with a lot of time between it doing nothing :P). throne = 228 poly tombe = 568 poly shield = 612 poly so its all very low poly
I just wanted to chime in here also on this, really take a look at some tutorials on unwrapping a mesh, like Cubik said. Most people just concentrate on modeling, and texture work. But honestly, if you dont learn how to unwrap properly, it serioulsy hurts your texture work, along with your not showing off your model…
Yes, we can see that. Unwarping is in 99% of the cases a absolutly vital step when you use textures. When you use produceals (what you wrongly call materials) that are generated by mathematical formulas MAX (or whatever program you use) does this for you. There are plenty of tutorials at there. Do a google search, check in…
UV stretching occurs during the UVW mapping (which is also called unwrapping) step. This is where the 3d model is broken down like a cardboard box so it can have a 2d image applied to it. If it is not broken down efficiently enough in regards to the original shape of the model, it makes the texture look stretched or…
It'd be nice to get some more celtic looking iconography going on your chair and tomb. It shouldn't be too hard to find some references of flame artwork with a celtic knotwork flavour to it. Something like this perhaps...
How many polies are they? The chairs UV stretching is pretty extreme as 3dguy said. The flame emblem looks like clipart on the chair, but it looks good on the tomb. I would make the chair more like the tomb in regards to the texture. The tomb has alot of UV stretching too, but not as bad as the chair. Try to model…