Development > Artwork

Redo of Soldier Body model

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Destructavator:

--- Quote from: Migel on October 01, 2009, 01:09:36 pm ---Thanks for that fix, Destructavator. The model now looks much better. But there is a few more things to do...
1 - how about a buckle?
2 - UV map is fine, but can you please make the hands in one part (like the previous version), not in two.
3 - can you upload some more skins with different camouflage...

I can do this changes by myself, but it only make chaos then I make one thing while you make some other thing.

--- End quote ---

1 - Yes, once again I forgot about this, thanks for reminding me!

2 - Sure, no problem.

3 - Yes, I have upwards of 30 to 40 or so different camo patterns actually.  How many can you handle?  I could also re-arrange the UV map so that all the camo parts are together in one area, and that one area could be re-placed swapping camo in and out, so that you only have to work on just one texture and not have to do the same work over and over again many times.

Migel:

--- Quote ---Yes, I have upwards of 30 to 40 or so different camo patterns actually.  How many can you handle?  I could also re-arrange the UV map so that all the camo parts are together in one area, and that one area could be re-placed swapping camo in and out, so that you only have to work on just one texture and not have to do the same work over and over again many times.
--- End quote ---
OK, let's skip that part for now =) First I need to make at least one. Drawing is about layers - I don't need to do the same work, I need only to change backgrounds once it's done.

Mattn:
which reminds me - please always deliver the source images (gimp or photoshop or whatever) with all the layers included, too

Destructavator:
All right, here is the new Blender file, with an updated model and new UV map:

http://www.destructavator.com/92dl/soldier_6_11.7z

Included are TGA files of the map and a sample texture.  I grouped all the camo parts into one section of the UV map, to make it easier to swap in and out different camo patterns without affecting any nice details you paint on the other parts.

I added the belt buckle and also found I had to re-do the hands, the hands in the old model were actually quite messy.

Attached to this post are preview JPGs so everyone else can see how the UV texture is mapped, but please use the TGAs for working as the Jpegs are lossy.

Also, when you export the model from the Blender file, just use the default scene that comes up, with the grey camo.  The other scenes are other stuff I'm working on.

Migel:
I have one more question (must be for Mattn) about texture size - leave 2048x2048 or make 1024x1024? IMO 2048 it too much...

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