- Caligula Superfly - 05-17-2006
Here is the Barracks. Now remember, the images are in .gif, and the file is in .nif, so some conversion will be necessary. Ill have more done later.
- nerbod - 05-17-2006
is there a way we can see the results too?
I get very curious every now and then
- Caligula Superfly - 05-17-2006
There really are none at this point. I just have black and white image attached that displays where the faces are, Zarf and Tib are the ones who are putting their final textures on.
Here is the next one! Same basic idea as with the last one. You might notice that image #1 only takes up half of the map. It didn't really need a whole lot more, and I was hoping that the final texture could actually come out in thsoe dimentions (1024x2048) to save on some HD space/loading times. I couldn't do it myself since blender only seems to like square images, but if you are able to chop it in half and align it properly that would be awesome! (Unless that isn't possible, in which case you can deal with it the way it is or I can make the UVs bigger or something).
Oh, and you also may notice (on both of these) that I have the back part of the door just thrown in some random part of the maps. It just needs to be black, so I didn't think the detail level of it was important.
- Zarf - 05-17-2006
Ah, rats. Caligula, the Barracks worked just fine, and I'll texture it momentarily. However, HutS1 didn't work. NifSkope said it's not a valif .Nif file. :/
EDIT: I also just realized that the stairs and the little border around the base of the building are not mapped. Is that OK?
Also, I am currently in the process of rendering thr roof for the final Barracks model. It's going to take about an hour for me to finish this building. :-D
- nerbod - 05-17-2006
from what I can detect in those unwrapped huts, I think it's getting good
I'll be checking often to see the results, Zarf
- Zarf - 05-17-2006
Thanks! The first render was messed up (I forgot to use Caligula's mapping), so I'm waiting for that to finish up. The one sore spot with Render to Texture is that there's no cancel button. :-D
I also think I'll tone down the shadow detail a bit to speed things up. But I can't do anything until this render (Which doesn't have a progress bar, mind you, and I've closed the only thing that would tell me in a desperate attempt to cancel the render) is finished. And no, I'm not going to close Max to cancel it. I'd have to redo the normal flipping and all that. :-D
- Caligula Superfly - 05-17-2006
Quote:I also just realized that the stairs and the little border around the base of the building are not mapped. Is that OK?
Yup! I figure those are better left to be textured the normal way.
Quote:However, HutS1 didn't work.
Hmm, try it now.
btw, cant wait to see how it turns out!
- Zarf - 05-17-2006
I'm re-rendering the Barracks roof right now. I'll test HutS1 again once I'm completely done with the Barracks.
I also did some test renders before hand to make sure this one will come out right. It's going to look great!
- Razorwing - 05-17-2006
If you select the bottom ridge mesh that was cut from the main mesh, then add your border texture to it, then add an "UVW Map"modifier to the mesh and tick the "Face" radio button under the Mapping parameters rollout, that should set up the border map as good as perfectly.
If it doesn't work the first time, try selecting the bottom ridge mesh and pressing the "F" key to get a nice frontal view, then scroll down the "UVW Map" rollout until you see the button "View Align". Hit that button and it should set up the angle correctly. Although, now that I think of it, face maps as good as always map like they should from the start.
Another thing you could try in that case is to go into the "Bitmap Parameters" in the Material Editor for the border material. Under "Coordinates" there are three text-boxes on top of each other, labeled "Angle". In the bottom one, the 'W' one, enter the value '90' or '-90' and hit return.
Sorry if I mentioned something you already knew, I just wanted to mention it in case you didn't so you could finalize the models' mapping on your end.
- Zarf - 05-17-2006
Right. I can finish the mapping that way, the only thing I might have a hard time with is the stairs. What material should they be? A dark gray sandy material?
Also, the roof rendering is FINALLY done. MAN that took a long time. What was it, 2 hours? I really need to tone down some shadow settings or something. :-D
I've allready started working on the actual body of the barracks, that shouldn't take as long. I figure since the maps that I'm rendering are affecting only the brightness of the end material, I can render it as a 1024 texture and stretch it out later. Also, due to the graininess of the material that I'm working with, I can make grainy shadows too.
EDIT: That sure helped, the shadow map is almost allready half way done!
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