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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
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Well sorry about that.. I'm new at texturing...
I used wings3d to create the uv map and save it. that's maybe why. here it is ingame : [IMG]file:///C:/DOKUME%7E1/Besitzer/LOKALE%7E1/Temp/moz-screenshot-9.jpg[/IMG] ![]() [URL=http://g.imageshack.us/g.php?h=508&i=jyunsenbi10gt3.jpg][IMG]http://img508.imageshack.us/img50 |
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#17 |
The Old Man
![]() Join Date: Dec 2007
Location: Stink Drunk in Trinidad
Posts: 1,572
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I see what you mean.:hmm:
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"Silence means death. Stand on your feet. Inner fear your worst enemy."- Sepultura. ![]() My Silent Hunter 5 mantra is this......"Torpedo missed, sir!" ![]() A P-400 is a P-40 with a Zero after it. ![]() A proud member of the Wikipedia Haters Club |
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#18 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
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what program do you use to make the maps ? and how? thanks, k
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#19 |
The Old Man
![]() Join Date: Dec 2007
Location: Stink Drunk in Trinidad
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I use Photoshop and Illustrator for the textures. However, I mainly use Lightwave instead of 3DS Max. UV Mapping is not my forte so to speak. I take a screenshot of the front, side and top views in LW. Crop them in Illustrator and in Photoshop apply the textures. Then I incorporate the textures into LW and apply them to mesh. That's the simple explanation on how I do it. Like I said before it's easier in LW than Max. I suppose you can apply the textures via the Materials Editor.
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"Silence means death. Stand on your feet. Inner fear your worst enemy."- Sepultura. ![]() My Silent Hunter 5 mantra is this......"Torpedo missed, sir!" ![]() A P-400 is a P-40 with a Zero after it. ![]() A proud member of the Wikipedia Haters Club |
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#20 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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it was way easier in wings3d than max according to me... more automated
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#21 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
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Downloads: 114
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#22 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
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I finally opted for a metal deck, less prone to distortions, untill I have time to do better, me or someone lese for that matter!
[url=http://imageshack.us] ![]() [URL=http://imageshack.us] ![]() |
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#23 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
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ok I'll do it, but I first wanna see how it shows up in game, the stuff I did today with wings3d.
then I'll need to separate the rudder, planes and propellers, place them at the right place, change the deck gun, hopefully get a jap aa gun, and move on to make it stand alone ![]() then I'll do another... |
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#24 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
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I found another tutorial about apllying textures to an object, and this time the object doesn't look like a cube either, I'm trying it out as we speak, but the feature that I directly liked is to apply a checkerboard on the object before you try out the texture, this way you see if it's well mapped or not. I myself had to add a modifier...
http://www.waylon-art.com/uvw_tutorial/uvwtut_01.html ![]() relationship between the map and the model : ![]() still not in game though... Last edited by keltos01; 05-06-08 at 03:12 AM. |
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#25 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
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#26 |
Silent Hunter
![]() Join Date: Jan 2006
Location: UK
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Good work, I can only give you one tip about mapping, try to minimised wasted space on the texture. make the UV Cluster peices as big as you possibly can, and try to fit them like a jig-saw the smaller the clusters are the more pixelated a less detailed they will be in game.
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#27 |
Sea Lord
![]() Join Date: Aug 2007
Location: Too far from the Pacific right now...
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I'm working mostly in Wings3D as well and found this tut: http://www.davidbrinnen.com/tut_wings_3.html to be helpful.
I'm working out the UV/SH connection myself and I'll post something when I get it fully worked out.
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RFB / RSRDC Beta Tester RFB / RSRDC Modding Forum: http://forum.kickinbak.com/index.php RFB Top Post link: http://www.subsim.com/radioroom/showthread.php?t=125529 RFB Loadout: RFB_V1.52_102408: RFB_V1.52_Patch_111608: RSRDC_RFBv15_V396 |
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#28 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
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New hull done !
http://www.subsim.com/radioroom/show...d=1#post857751 |
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#29 |
Eternal Patrol
![]() Join Date: Oct 2007
Location: Alberta, Canada
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I'm using Photoshop CS3 to for the DDS files, but I'm wondering what setting to use when opening them.
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#30 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
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I wouldn't know as this hull only uses tga files, I tried to replace them with dds ones in the model of what you can find in the sen toku .dat (with the imbedded image) but it didn't work -> hull all black
then I erased the new nodes, pasted in (import .dat) the node for the tga files from an original 9xd2 . dat, and to my surprise ! the textures worked in game !!!! So now I know how textures are made, as well as Occlusion Maps (http://www.subsim.com/radioroom/showthread.php?t=136354 Rodan54 ![]() and apart from the weird green lines, it looks ok to me. I still have to fix the torpedo tube doors though, and a certain sinking propency... oh ! and the fact that on all the movies/pictures I've seen so far (black n white) the subs appear dark, but hey, in sh4 even if you have a dark sub or a camouflaged one, the game doesn't take it into account ! ![]() The goal was to have a sub looking like the one in my signature, I removed the crane and the high radio mast (those ships were used as command HQ for some kind of wolfpack) as they would have been stowed away while underwater. ![]() |
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