Modeling question

Discussion in 'Mapping Questions & Discussion' started by Spike, Jun 22, 2008.

  1. Spike

    Spike L10: Glamorous Member

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    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?

    [​IMG]
     
  2. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

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    That's a good question. Would it be possible to cut away the top part and texture it seperately?
     
  3. Sgt Frag

    Sgt Frag L14: Epic Member

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    Yeah, I'd say detach the cut part, you'll still have to link it to the bone along with the rest.

    I haven't had that prob with 3dsMax though so I'm not sure. Should work to send em as seperate meshes attached to same bone, but it won't smooth across them.

    If all else fails just bake it into one tex.
     
  4. Hawk

    Hawk L7: Fancy Member

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    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.
     
  5. efciem

    efciem L69: Deviant Member

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    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.
     
  6. AWESOME-O

    AWESOME-O L10: Glamorous Member

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    --please dont suggest or post links to pirating software--
     
    Last edited by a moderator: Jun 23, 2008
  7. efciem

    efciem L69: Deviant Member

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    Uhm.. thats highly illegal.. you should be banned for posting that crap.
     
    • Thanks Thanks x 1
  8. drp

    aa drp

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    thank you efciem.
     
  9. Snipergen

    Snipergen L13: Stunning Member

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    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 :)
     
  10. efciem

    efciem L69: Deviant Member

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    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 )

    [​IMG]


    and here is an example of some roots i fooled around with...
    [​IMG]

    hope this helps ya out ;)
     
  11. Spike

    Spike L10: Glamorous Member

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    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.


    [​IMG]
     
  12. efciem

    efciem L69: Deviant Member

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    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
     
  13. Sgt Frag

    Sgt Frag L14: Epic Member

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    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.
     
  14. AWESOME-O

    AWESOME-O L10: Glamorous Member

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  15. Spike

    Spike L10: Glamorous Member

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    Thanks you all, I will need it for the theme park boat I'm making.

    [​IMG]
     
  16. Spike

    Spike L10: Glamorous Member

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    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.

    [​IMG]

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

    [​IMG]

    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).
     
  17. Sgt Frag

    Sgt Frag L14: Epic Member

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    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).
     
  18. Spike

    Spike L10: Glamorous Member

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    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.

    [​IMG]
     
  19. Sgt Frag

    Sgt Frag L14: Epic Member

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    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.
     
  20. Spike

    Spike L10: Glamorous Member

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    Thanks a lot, this is the final result (I still have to add the leaves).

    [​IMG]