ndragu Posted January 28, 2013 Author Report Share Posted January 28, 2013 This is the textured asset. Texture size is 256x256: Quote Link to comment Share on other sites More sharing options...
Enrique Posted January 28, 2013 Report Share Posted January 28, 2013 Looking nice! Now just need to sharpen/increase contrast in the textures. Now it looks a little bit blurry to distinguish from the normal camera distance.Another engine limitation I didn't mention is that the textures do not "tile" if the UV islands go "beyond" texture space. I think you are using Max3D and I do not remember if this is the case with that software.but it's something to keep in mind depending on how you approach the mapping process . Quote Link to comment Share on other sites More sharing options...
ndragu Posted January 28, 2013 Author Report Share Posted January 28, 2013 I tried making some changes. I think this is a bit better. Also, I hope the engine doesn't have any problems with overlapping uvs. Quote Link to comment Share on other sites More sharing options...
Ludo38 Posted January 28, 2013 Report Share Posted January 28, 2013 Hi ndragu !As Enrique said, it would feel better with a lower floor inside the boat. Also, I would personally make the mast a little bit large and higher, and give more importance to the sail. Out of that the hull is very good and the texture is pretty fine for me. Quote Link to comment Share on other sites More sharing options...
Gen.Kenobi Posted January 28, 2013 Report Share Posted January 28, 2013 I don't know. I personaly would've done the hull more 3d-ish, extruding the orange-parts of the wood texture - don't know their english name - as Enrique painted in blue.But yeah. It's a neat model, mate! Quote Link to comment Share on other sites More sharing options...
Enrique Posted January 28, 2013 Report Share Posted January 28, 2013 It's a bit better indeed! Since you are working on a 256x256 texture I suggest you to reuse as much texture space as you can. Some examples to explain myself:-The crate has 4 sides with the same image. You can remove 3 "duplicate" sides on the texture and that'll leave you with more space in the texture.-The deck (and the whole boat) is symmetrical horizontally (you only need half of the deck like you made in the texture) but also vertically. So you can remove half of the deck texture and use the same space for the front and back.-If you can make the same "trick" with the hull you'll save a lot of space to make the islands "bigger" and therefore, gain more texture resolution (increase texels).To resume: try to use the symmetrical nature of the boat in your advantage when making the texture. It will let you have more detailed textures (bigger UV islands) I learned this while gaining experience working here, since I didn't work in lowpoly too much until I joined As Enrique said, it would feel better with a lower floor inside the boat. Also, I would personally make the mast a little bit large and higher, and give more importance to the sail. Out of that the hull is very good and the texture is pretty fine for me.I think he already did that, but he has to be careful to not pass the "water plane" or the boat will look full of water. Quote Link to comment Share on other sites More sharing options...
ndragu Posted January 28, 2013 Author Report Share Posted January 28, 2013 Thanks Enrique and everybody else giving feedback here! I was actually working on what Enrique was saying about symmetry since I wasn't quite happy with the way the texture is looking. I'll make an update as soon as I make any progress. Also, sorry for being so slow and making so many mistakes Quote Link to comment Share on other sites More sharing options...
Enrique Posted January 28, 2013 Report Share Posted January 28, 2013 Also, sorry for being so slow and making so many mistakes Don't worry about that! we're here to help! Quote Link to comment Share on other sites More sharing options...
ndragu Posted January 29, 2013 Author Report Share Posted January 29, 2013 I updated the model with a more proper texture. Please let me know what you think. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 29, 2013 Report Share Posted January 29, 2013 (edited) a one tip, try more deteriorated wood, and dirty sails. more detailed element , that good to start.its some feedback, which programa you do this textures?. Edited January 29, 2013 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
Enrique Posted January 29, 2013 Report Share Posted January 29, 2013 Hey Nick!That UV distribution looks much better! The bright yellow color (interior and mast) could use some wood detail though. I made a test texture reusing the romans siege wall texture to see how it looks in the hull. Quote Link to comment Share on other sites More sharing options...
ndragu Posted January 29, 2013 Author Report Share Posted January 29, 2013 How about this iteration? I had to modify most of the uv islands now because the colors did not seem to match any more. Quote Link to comment Share on other sites More sharing options...
Sighvatr Posted January 29, 2013 Report Share Posted January 29, 2013 Ndragu, that looks sexy! Quote Link to comment Share on other sites More sharing options...
Enrique Posted January 29, 2013 Report Share Posted January 29, 2013 Ndragu, that looks sexy!I agree , I think it's ready to get it in-game if Ndragu is also happy with the result. Quote Link to comment Share on other sites More sharing options...
ndragu Posted January 29, 2013 Author Report Share Posted January 29, 2013 Sounds good. I'm glad you guys like it! Should I upload the max file or a collada file (or any other format) ?Also, is there anything I need to do to the model before exporting the file? I read the Art Design Document on the website, but I'm not sure if I'm missing anything. Right now the boat is roughly 3.5 m long and its pivot is placed at water level at the origin of the file. Quote Link to comment Share on other sites More sharing options...
Enrique Posted January 29, 2013 Report Share Posted January 29, 2013 You can zip it with the texture and post it here.The model should be in collada (.dae) format and the texture in .png or .dds. The faces should be triangulated (no quads or ngons) and the mesh should be only one object.I'm not sure if max exporter handles the same way as blender does, but in blender the pivot point is determined by the origin of the scene (coords 0,0,0) This center will determine the pivot point as well as the "water plane" level.The size is hard to tell, I usually import a unit mesh or a building to get the correct scale, but that can be fixed easy after importing the mesh in-game.Last but not least, we need some playercolor parts in the mesh to know which player owns the boat. Playercolor is achieved by having some transparent parts in the texture: full transparency=100% playercolor, no transparency= 0% playercolor. We can place the playercolor in parts of the boat or in details in the sail. It's up to you Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted January 29, 2013 Report Share Posted January 29, 2013 Looks good. Maybe the crate can be bigger (as in the reference image). Quote Link to comment Share on other sites More sharing options...
lilstewie Posted January 29, 2013 Report Share Posted January 29, 2013 (edited) The Boats themselves are of exactly the same build as the Boat in the Sfi,nchi Sculptures. The Bharhut examples, however, are about three centuries older ; but as the very same pattern of boat and the same oars are still in use at the present day, this bas- relief only affords us another example of the unchanging habits of the Hindus. Such as their Boat was in the days of Asoka, such it is now. The planks are notched on their edges to prevent their sliding, and they are fastened together by iron clamps. The oars are shaped somewhat like large spoons : each has a long bambu handle, with a flat piece of wood at the end to hold the water. http://www.archive.o...181111_djvu.txtSmall boat with iron clamps.In the book in the link and the relief it shows..The planks are notched on their edges to prevent their sliding, and they are fastened together by iron clamps.If you look closely at the relief you can see the detail. Edited January 29, 2013 by lilstewie Quote Link to comment Share on other sites More sharing options...
lilstewie Posted January 29, 2013 Report Share Posted January 29, 2013 (edited) Never mind, probably many designs existed.Will ndragu try the three sail bigger boat? Edited January 29, 2013 by lilstewie Quote Link to comment Share on other sites More sharing options...
ndragu Posted January 29, 2013 Author Report Share Posted January 29, 2013 Here's the link to the archive containing the boat and the texture. Please let me know if there's anything that needs to be modified. https://www.dropbox.com/s/ra5bkwhtp1qd3g9/boat.rarTo respond to Lilstewie, I will start working on the three sail boat as soon as this one is done. Thanks for all the feedback Quote Link to comment Share on other sites More sharing options...
Enrique Posted January 29, 2013 Report Share Posted January 29, 2013 I'm receiving errors when trying to get it in-game and trying to import to blender. I forgot to tell you that you should remove all materials and effects from the mesh and remove any lights, camera etc. I think that's the problem. I should have mention that before, sorry Quote Link to comment Share on other sites More sharing options...
ndragu Posted January 30, 2013 Author Report Share Posted January 30, 2013 That's strange. I actually did remove everything you suggested before exporting and I got an error as well when trying to reimport the model to see if it worked. Strange thing is, even though I got an error like you did, the model was imported anyway. I'll try creating another zip and I'll get back to you as soon as it's done. Quote Link to comment Share on other sites More sharing options...
ndragu Posted January 30, 2013 Author Report Share Posted January 30, 2013 Ok, I think I got it working. Hopefully no more bugs/mistakes on my part this time around . I was using Autodesk Collada for export and apparently it's not very good, so I had to find Open Collada. Here's the link: https://www.dropbox.com/s/1mznrjaqg0i7un9/boat.zip Quote Link to comment Share on other sites More sharing options...
Enrique Posted January 30, 2013 Report Share Posted January 30, 2013 The model looks great!, but the playercolor parts are not very noticeable, just when zoomed in. Maybe the color should be in the sail.Either way, very nice work ndragu! Quote Link to comment Share on other sites More sharing options...
ndragu Posted January 30, 2013 Author Report Share Posted January 30, 2013 I initially added the player color on the sail, but I wasn't sure weather the stuff I added was in tone with the game. I had three diagonal lines on the sail. Is there anything in particular that we could use, such as logos or emblems, that we could add to the sail as player color? If so, let me know and I'll make the changes and reupload the .png alone.As usual, thanks for all the help! 1 Quote Link to comment Share on other sites More sharing options...
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