Modeling question

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
I've done a cutted down trunk and now I want to texture it. So i want to texture the trunk with a tree texture and another texture for the sliced part. But XSI only allows to put a texture per mesh, so is there a way to separate the top face from the trunk?

troncoek6.jpg
 

Hawk

L7: Fancy Member
Dec 3, 2007
419
213
There are some good benefits to fitting it all with one texture. You may want to consider that, if you're unable to figure it out.
 

efciem

L69: Deviant Member
Mar 31, 2008
69
6
i cant imagine why a model so simple would require 2 textures
specially with tf2 texture details

What you need to do is UV unwrap your model, and then paint your UVW map texture with the details, the bark polys get the bark texture, the surface cut portion gets a cut texture..

its its all wood and has the same physical properties.. only one VMT ( material ) file with the defining wood property would be needed so it "sounds" like wood when you hit it.

Unfortunately judging by your question here I would guess you are very new to modeling, and so you will need to get your basic understanding down before you'll be successful.

start with Learning how to properly UVW map your model,

then paint the texture either in photoshop on top of the UVW map layout you make
or with a 3d-painting application ( zbrush is top notch ) or Bodypaint is another option

both are $$ but you obviously have interest in the 3d art field so you'll have to spend the coin to get the results.
 

AWESOME-O

L10: Glamorous Member
Mar 20, 2008
779
132
--please dont suggest or post links to pirating software--
 
Last edited by a moderator:

Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
The answer has been given. You have to unwrap your model. You have to unwrap ANY model. So the top would have a diffrent uvw section.

A little comment on your model, you need more tri's at the base. Because now it looks like an odd shuriken :p
But maybe this is one of your first models spike and I can't applaud you enough for having the courage to practice that on your own :)
 

efciem

L69: Deviant Member
Mar 31, 2008
69
6
Depending where your model will be used

the bottom may be sufficient...

You could make a decent Normal map / bump texture that would "fool" the eye into taking more detail from the shape then it currently provides..

but I would suggest as posted above.. that you add some more poly's in the base and "rough" it up a bit to give it a more natural look.. most roots look uneven and some even "knobby"

here is a quick pick of a tree i made for a DOD:S map i made.. it shows the actual polygons, but also the details baked in from the normal map
( not the bark etc.. just the general form of the tree )

oldtree.jpg



and here is an example of some roots i fooled around with...
testtree02.jpg


hope this helps ya out ;)
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
I'm quite new at modelling, I don't know what UVW mean, I just know to make the mesh and put the textures. I like making foliage because it's very easy and I like to have the maps full of nature, but it's hard to me when I start doing complex objects.

I've already finished the model, I've done a tree texture by myself copypasting trunk textured around the central texture.


woodends0036ssn7.jpg
 

efciem

L69: Deviant Member
Mar 31, 2008
69
6
Looks like your on the Right Track..

I would look around for tutorial on how to properly UVW map or UV map in XSI

it should explain the mapping of textures to your models
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
UVW mapping is basically unwrapping the polygons into a flat surface so the flat texture can be applied. You can do simple objects easily in most programs automatically but more complex items will require some work.

types of uvw mapping are "planar, cubic, spherical, cylindrical". All self explanatory by their names really.
I assume you are using a planar mapping uvw to cast that tex straight down onto the top of your model.
That would work pretty good but if you learn the uvw unwrap tool you can actually 'stretch the mapping around the sides of the trunk better so the tex doesn't stretch down the edges.

I suggest going to
polycount.com/forums
Best modelling site out there. Lot's of REALLY great modellers who are willing to point you in the right direction if you ask for help.
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
Thanks you all, I will need it for the theme park boat I'm making.

lolzordrh9.jpg
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
Hello, I've tweaked the tree, now looks like that, I'm very proud of the texture I've done for it because it looks very Tf2ish and is done by scratch.

tronco3ar1.jpg


And my question is, can somebody explain me how to put another texture on the inside face, I mean that one that is cut.

tronco2co7.jpg


I've tried to select the face and apply the texture, and it works, but when I try to modify the projection it does with the other texture (the big one).
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
I don't use XSI but it should be similar.

Are you trying to apply a different map technique WHILE those polys are selected?
Another option might be to deselct those polys. UVW map and tex them seperately, then reattach to the main mesh. You'll probably want to reweld the touching verts after that. It depends, not sure about Hammer yet but some engines will show seams if the verts aren't welded.

The Doom3 engine won't show seams, in fact that's how you control smoothing groups and make sharp edges (detaching pieces of mesh).
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
Thanks d00de, it works now. I need another TIP. LOL this thread would have been called "Modelling QuestionS.

I'm doing a tree and the trunk is divided on the middle. So I want to divide the trunk in 2, but I don't realize how. Here's the picture so you can see what I'm talking about.

modelva0.jpg
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
there's probably lots of ways.

This is how I'd do it.

Take the 2 middle verts (closest and farthest from camera) and squeeze em in. It'll give you more of a figgure 8 instead of a circle. You can even move some of the other verts to make it more round.

Then select all the faces on one half of figure eight (say the 7 right side polys) and extrude them, then pull to right a bit.

Then select the 7 left polys of do the same. Now you have 2 branch stumps. extrude as needed.
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
Thanks a lot, this is the final result (I still have to add the leaves).

arbol2jl6.jpg