Dabbling in Darkworld again....
Posted: Sat Jan 07, 2006 8:56 pm
After a long hiatus...I am back fiddling with 3d stuff again.
Aeons ago, Trepan suggested to me that I should to learn how to do texture mapping. After looking at some tutorials, I had to admit the whole process looked a bit intimidating, so I put the idea on a back burner.
This past Christmas, I treated myself to a piece of software I have long lusted after, or actually the previous version thereof, Poser 5 (newest is 6). People were doin' lotsa cool stuff with it..but a lot of the really kewl stuff involved...you guessed it...texture maps...bump maps, displacement maps...transparency maps...all sortsa maps. It got me to thinkin'.
Anyway, for whatever reason, I started fiddling with Wings3D instead of my usual Blender and found a tutorial for texture mapping that didn't look half as bad as the Blender one. So I decided to have a go. I redid the Dzurg model in Wings and then did a tex-map. Below is the result. It is my plan, as I have time, to have a go at redoing Darkworld totally from the ground up, with custom textures and some re-done model work. Also included is a shrunk down version of the tex-map itself (orig. is 1024 by 1024 Thumbnails below are clickable for a bigger version...
I probably didn't make my "cuts" for the UV map in the right places, as I would have preferred a smoother transition from the horns to the skull, but I am quite pleased with the results.
I also have the whole thing in a single material reference, which was a mistake. I am assuming it is possible to have multiple texture maps for the same object??? With different material references??? Or do you just use one texture file and then reference it multiple times with multiple material statements. But howinheck do you do it so Wings exports it that way?
The texture itself was done in The Gimp.
Here is the data for the mesh itself:
# vertices: 191
# normals: 191
# texcoords: 279
# faces: 378
Dunno how bad four of them will be in a map. I think this count is less than the original. The horns on the first version were octagonal in cross section and these are hexagonal.
Aeons ago, Trepan suggested to me that I should to learn how to do texture mapping. After looking at some tutorials, I had to admit the whole process looked a bit intimidating, so I put the idea on a back burner.
This past Christmas, I treated myself to a piece of software I have long lusted after, or actually the previous version thereof, Poser 5 (newest is 6). People were doin' lotsa cool stuff with it..but a lot of the really kewl stuff involved...you guessed it...texture maps...bump maps, displacement maps...transparency maps...all sortsa maps. It got me to thinkin'.
Anyway, for whatever reason, I started fiddling with Wings3D instead of my usual Blender and found a tutorial for texture mapping that didn't look half as bad as the Blender one. So I decided to have a go. I redid the Dzurg model in Wings and then did a tex-map. Below is the result. It is my plan, as I have time, to have a go at redoing Darkworld totally from the ground up, with custom textures and some re-done model work. Also included is a shrunk down version of the tex-map itself (orig. is 1024 by 1024 Thumbnails below are clickable for a bigger version...
I probably didn't make my "cuts" for the UV map in the right places, as I would have preferred a smoother transition from the horns to the skull, but I am quite pleased with the results.
I also have the whole thing in a single material reference, which was a mistake. I am assuming it is possible to have multiple texture maps for the same object??? With different material references??? Or do you just use one texture file and then reference it multiple times with multiple material statements. But howinheck do you do it so Wings exports it that way?
The texture itself was done in The Gimp.
Here is the data for the mesh itself:
# vertices: 191
# normals: 191
# texcoords: 279
# faces: 378
Dunno how bad four of them will be in a map. I think this count is less than the original. The horns on the first version were octagonal in cross section and these are hexagonal.