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So heres the start of my Wyvern...


huntsman2310

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Don't mess with mipmaps manually unless you have a reason to. If you're using Photoshop, Uncheck the load mipmaps option when opening. (or go to save a dds and find the 'open dialogue' options there if you opted to not show that on each open).

 

Regarding UV mapping, look up some Blender tutorials. The key is splitting UV seams logically and unwrapping the various shells.

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I've figured out an idea about how I'm going to get the UV map onto the Drake with minmal effort or tinkering.

 

I can borrow the UV map from the original model and put it on my Drake.

 

problem is I don't know how to do that.

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I am so close its just not funny anymore.

 

I found out a way to get the UV map to work (courtesy of the forum-goers at Blender Artists :thumbsup:)

 

I had to delete everything on my new model but the new forelegs, delete the wings off the old model, and then join the too.

 

And here is the result so far.

 

http://img706.imageshack.us/img706/5710/iamsofuckingcloseitsnot.th.jpg

 

If your wondering whats up with the texture on the forelegs, its because the forelegs haven't been organized in line with the rest of the UV map.

 

Don't worry I'll get there.

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So I've decided to scrap the model and start again, shouldn't take too long.

 

But its just that UV map only stays the same if you edit the original model without generating a new UV.

 

I'll post a pic of the Frost, Plains, and Forest Wyrms tonight.

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Manic is correct, Topology is basicly how your model is cut up - better topology means better animations, less issues with clipping and an overall better model.

 

Your model looks good, but bad topology is a reason that a lot of models have to be done over later on, so its just something to think about :)

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