huntsman2310 Posted January 17, 2012 Author Share Posted January 17, 2012 I'm downloading 3DS max overnight, so tommorow I'll see what pelt mapping does. Link to comment Share on other sites More sharing options...
huntsman2310 Posted January 17, 2012 Author Share Posted January 17, 2012 I just watched a video tutorial on it. It is definitely what I'm looking for. So I'll try tmethods. 1. I seperate the forelegs into their own object, export them into OBJs, whisk them into MAX and use the pelt tool, then I import them back into Blender and rejoin the meshs and the UV maps. 2 I take the whole model and put it into 3dmax, then I use the pelt tool. Link to comment Share on other sites More sharing options...
Ghogiel Posted January 17, 2012 Share Posted January 17, 2012 (edited) Sound means? sound = no fault. You basically mad to think that pelt mapping is more accurate than ABF or LSCM lol. Edited January 17, 2012 by Ghogiel Link to comment Share on other sites More sharing options...
huntsman2310 Posted January 18, 2012 Author Share Posted January 18, 2012 I'll try both methods, 3DS MAX just finished downloading, and I still have the latest version of Blender on here. Would the ABF and LSCM methods work even if I just highlight the forelegs? Link to comment Share on other sites More sharing options...
huntsman2310 Posted January 18, 2012 Author Share Posted January 18, 2012 Well since I know Blender more intimately (bow chicka bow wow), I'm going to try ABF mapping. I've looked the wiki and it says that its still there in 2.6. But I can't seem to find it. Link to comment Share on other sites More sharing options...
huntsman2310 Posted January 19, 2012 Author Share Posted January 19, 2012 (edited) Ah. ABF UV mapping is the default the type used. how derp of me :turned:. I have made some progress on the UVs. Tell me what you think. http://img443.imageshack.us/img443/4664/someprogressontheuvsa.th.jpg Now from a distance it looks fairly uniform, but unfortunately its still a fair way from being completely seamless. I may have to remove the wings on the texture itself and copy and paste a part of the back leg textures to get them correctly. Edited January 19, 2012 by huntsman2310 Link to comment Share on other sites More sharing options...
Urwy Posted January 19, 2012 Share Posted January 19, 2012 Looks good! Although the seam is fairly obvious.But that's something that just takes some time to figure out. :) Link to comment Share on other sites More sharing options...
huntsman2310 Posted January 19, 2012 Author Share Posted January 19, 2012 Yeah I know. Its also a bit tough trying to fit the textures for the foreleg by placing its uv layout where the back legs are since the forelegs are straight while they are bent. I'm thinking of modifying the texture by erasing the wings off it and putting in a spot for the forelegs. Link to comment Share on other sites More sharing options...
huntsman2310 Posted January 21, 2012 Author Share Posted January 21, 2012 (edited) Ladies and Gentlemen, you have stuck with me for at least a month and a half. I now present to you. The final model of the Wyrm! http://img33.imageshack.us/img33/7383/completefuckyeah.th.jpg But my work isn't finished. I'll be posting the first pic of my new creation, the Slitherer, tommorow. Stay tuned. :thumbsup: Edited January 21, 2012 by huntsman2310 Link to comment Share on other sites More sharing options...
huntsman2310 Posted January 21, 2012 Author Share Posted January 21, 2012 So I was a bit early. Here's the average Slitherer. http://img706.imageshack.us/img706/2572/slitherer.th.jpg Now as you can see, I haven't fixed the breachs in its hull just yet. (Naval pun) I just need to add some more faces, rejigger the UV map and I'm golden. Link to comment Share on other sites More sharing options...
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