Stan` Posted October 11, 2014 Report Share Posted October 11, 2014 A "proposal" of an improved Fox. Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted October 11, 2014 Report Share Posted October 11, 2014 Looking good Stan though the mussel area looks a bit to thick.Enjoy the Choice Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 11, 2014 Author Report Share Posted October 11, 2014 Looking good Stan though the mussel area looks a bit to thick.Enjoy the Choice Do you mean muzzle ? Muscle ? Or mussle (http://en.wikipedia.org/wiki/Mussel) ? Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted October 11, 2014 Report Share Posted October 11, 2014 Yeah the muzzle that's what comes of accepting auto correct suggestions Enjoy the Choice Quote Link to comment Share on other sites More sharing options...
Enrique Posted October 11, 2014 Report Share Posted October 11, 2014 How does it looks when you scale down the texture to something like 256x256? Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 11, 2014 Author Report Share Posted October 11, 2014 I don't know. I need to check, I'm not able to do texture paint anymore (Blender 2.72)... They changed something in the interface and I can't figure out what.I'll tell you Quote Link to comment Share on other sites More sharing options...
Tobi95 Posted October 11, 2014 Report Share Posted October 11, 2014 I don't know. I need to check, I'm not able to do texture paint anymore (Blender 2.72)... They changed something in the interface and I can't figure out what.I'll tell you You have material layers in Blender 2.72.Assign a material to the fox, switch to texture paint mode, go in the Toolbar to the tab called "Slots".Here you can choose, on which layer you want to paint and you can create new layers. 1 Quote Link to comment Share on other sites More sharing options...
Enrique Posted October 11, 2014 Report Share Posted October 11, 2014 I don't know. I need to check, I'm not able to do texture paint anymore (Blender 2.72)... They changed something in the interface and I can't figure out what.I'll tell you You don't need to do any texture paint, just scale the texture you made to 256x256 Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 11, 2014 Author Report Share Posted October 11, 2014 It's just photo texturing and uv tweaking I don't have a texture yet. So tobi's probably right i'll check Quote Link to comment Share on other sites More sharing options...
Enrique Posted October 11, 2014 Report Share Posted October 11, 2014 You can bake the current texture that is mapped into a new UV coordinates with an assigned new black texture. That will generate the new texture with the UV layout desired and you can tweak from there. Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 12, 2014 Author Report Share Posted October 12, 2014 I don't understand... I followed that tutorial and that didn't work. I had to set the render mode to textures otherwise it wouldn't work, while they used the Full Render.Here is the 256x256 fox Quote Link to comment Share on other sites More sharing options...
Tobi95 Posted October 12, 2014 Report Share Posted October 12, 2014 Full Render bakes with lighting. You probably don't have any light or ambient occlusion and if you render an image, the fox is black. Textures is the diffuse map Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 12, 2014 Author Report Share Posted October 12, 2014 Full Render bakes with lighting. You probably don't have any light or ambient occlusion and if you render an image, the fox is black. Textures is the diffuse map Oh that's why. Would that make any quality difference to bother using lights and AO ? Quote Link to comment Share on other sites More sharing options...
Micket Posted October 12, 2014 Report Share Posted October 12, 2014 In ambient light AO would probably look good, but it would look worse under sharper lighting instead.You should however add some margins to the baking there, there are hints of black lines (partly due to the unecessary number of UV-splits). Was it unwrapped like this before? It would probably look nicer if one tried to minimize seams. Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 12, 2014 Author Report Share Posted October 12, 2014 (edited) It's because I removed margins... I'll fix that in the next bake. I was actually touching every options to get the result I wanted 256x256 look a bit too much blurry for me. But I guess that's okay as long as it's not a common animal.EDIT : Here are the new ones Edited October 12, 2014 by stanislas69 Quote Link to comment Share on other sites More sharing options...
Tobi95 Posted October 12, 2014 Report Share Posted October 12, 2014 Maybe it gets better if you apply a sharpen filter in your image editing program. Quote Link to comment Share on other sites More sharing options...
niektb Posted October 12, 2014 Report Share Posted October 12, 2014 An Unsharp mask in Gimp should do the trick. Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 12, 2014 Author Report Share Posted October 12, 2014 Maybe it gets better if you apply a sharpen filter in your image editing program.An Unsharp mask in Gimp should do the trick. Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 14, 2014 Author Report Share Posted October 14, 2014 Made it with lightmap pack, so it use the most texture space. 1024x1024 cause it was just baked. 2 Quote Link to comment Share on other sites More sharing options...
niektb Posted October 14, 2014 Report Share Posted October 14, 2014 You really crammed up your texture space! I see a not so smooth transition around the nech from brown to grey, that probably should be enhanced. Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 14, 2014 Author Report Share Posted October 14, 2014 Just discovered the control clone key. ... Awesome. 1 Quote Link to comment Share on other sites More sharing options...
Micket Posted October 14, 2014 Report Share Posted October 14, 2014 Much nicer. Do i spot a rough edge along his front legs as well. Or is it soppsed to be like that? Hard to tell from just one angle. Quote Link to comment Share on other sites More sharing options...
Enrique Posted October 15, 2014 Report Share Posted October 15, 2014 Made it with lightmap pack, so it use the most texture space. 1024x1024 cause it was just baked.Don't use lightmap pack. It is assured texture bleed will make seams noticeable, and since is unwrapped there will be seams everywhere.It's called lightmap packing because it is used to bake the light shadows of big scenes into one texture since the shadows don't need to be as crisp as texture details.Manual unwrapping is the way to go on every single organic model. Creatures, characters and any other organic form.Just discovered the control clone key. ... Awesome.Use the "bleed" option in the texture paint shelf to be able to paint past the UV islands, so no black texture is seen on the seams. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 15, 2014 Author Report Share Posted October 15, 2014 Better ? Quote Link to comment Share on other sites More sharing options...
Enrique Posted October 15, 2014 Report Share Posted October 15, 2014 As pointed a few times before in other threads, It's better if you just texture half of the animal, and let the mirror modifier map the other half, since it's a symmetrical creature. This way you can make the UV islands much bigger (more texture detail) because you only have to unwrap half of it. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.