Request: unwraping an existing prop

Discussion in 'Models' started by YM, Feb 16, 2009.

  1. YM

    aa YM LVL100 YM

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    So valve made this wonderful prop "models/props_spytech/computer_screen_bank.mdl" but completely failed to unwrap it properly or to texture it..

    [​IMG]

    So thats it, you don't have to texture it (unless you really want to) all I'd like is exactly the same prop but with a proper uvmap for me to texture.
    If you wan't to go the extra mile an ambient occlusion mapwould be excelent too.

    :thumbup1:
     
  2. NovaSilisko

    aa NovaSilisko L42: Life, the Universe and Everything

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    I'll try.

    I fail at texturing and UVMapping, but I'll try.
     
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  3. Zeewier

    Zeewier L9: Fashionable Member

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    This doesn't look like something really hard to unwrap imo...
     
  4. Sgt Frag

    Sgt Frag L14: Epic Member

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    Not hard to unwrap but a headache.

    It would be easier just to remodel it entirely. You UV map one of the small screens then just clone it and shift it's UV coords for each time you want the screen to have a unique image.
     
  5. Zeewier

    Zeewier L9: Fashionable Member

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    I disagree, paint select the screens and use a planar unwrapper -> ~30 seconds for the screens, the rest is probably a bit harder.
     
  6. Zeewier

    Zeewier L9: Fashionable Member

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    @Youme
    I'm currently unwrapping this too, but do you want each small screen to have an own texture (2 textures 1024^2 or a low quality) or can I paste them on top of each other (1 texture 1024^2)
     
    Last edited: Feb 17, 2009
  7. YM

    aa YM LVL100 YM

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    Thanks zee, I'd like at least three different things on the smaller screens and then something else on the big screen. If you could compile it to use two skins as well that would be even better, then I could do a red and blue version
     
  8. Zeewier

    Zeewier L9: Fashionable Member

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    Ok, btw any chance you will post the texutures you made on the forums? (because it really is a "wonderful prop")
     
  9. YM

    aa YM LVL100 YM

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    yeah I'll post all the textures I make for it here
     
  10. GrimGriz

    GrimGriz L10: Glamorous Member

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  11. Icarus

    aa Icarus

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    there are some pretty decent screen textures already in TF2.

    props/screen

    Search for the keyword screen
     
    Last edited: Feb 17, 2009
  12. Sgt Frag

    Sgt Frag L14: Epic Member

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    True, it's easy enough to UV map the screen itself. But I meant the screen AND border as one piece. The border could just be a quick and easy planar uv too with no adjustments but would look better if you adjusted the sides in the uv. TO do that 15 times would be a pain.
     
  13. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

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    If someone was to texture this I would <3 them. This looks really TF2-ish.
     
  14. Spike

    Spike L10: Glamorous Member

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    And here comes to my mind the modeling contest I proposed so anyone would learn how easy is to UVW it.
     
  15. Zeewier

    Zeewier L9: Fashionable Member

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    I have a problem: It only wants to render to a texture with an automatically created UVW map :/

    With the unwrap i made i get a 100% black texture :/
     
  16. Spike

    Spike L10: Glamorous Member

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    Easiest way of UVW it is detaching TV surface(black), then detach borders, and then detach the TV (cube), and UV them individually applying planar projection to each face
     
  17. Zeewier

    Zeewier L9: Fashionable Member

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    I have a good uv map, but i just doesn't want to render it properly :/
     
  18. Cerulean

    Cerulean L3: Member

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    In progress
     
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  19. zornor

    zornor L4: Comfortable Member

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    Could you release a version with the screens numbered 1-15?
     
  20. Cerulean

    Cerulean L3: Member

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    copy/paste...


    Downloads: A new file has been added by Cerulean:

    computer_screen_bank WiP

    I tried to set this up to skin easily.

    Just be careful if you use it, just in case others use it with their own custom skins (do some renaming or something, and let me know so I can start on releasing a final version).

     
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    Last edited: Mar 7, 2009