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Flying robot again
show user profile  BLoSk
Got help on this one before on here so some of you might recognize it, thanks again for the help I got back then.
Still have that thread in my favourites I see so if anyone wants to see how it evolved check here:

I left it for a while after trying to texture it a few times and failing at it, now I started working on it again and decided to go with a sort of anti grav propulsion system like someone suggested in the old thread, instead of the combustion rocket engine kind of things I put on it before.
Everything is fully rigged now and besides maybe some minor modelling changes/additions (also depending on what i decide to texture instead of model) it's pretty much ready for texturing, which I postponed for a looooooooong time, as most of my attempts to unwrap and texture something properly failed big time lol.

Yesterday I took another stab at it and I still don't fully understand how to go about unwrapping it properly, even after watching a few video tutorials about the subject, so some help would be awesome.

I want the robot to look dirty and rusty so I really need to match the edges properly with the textures, that makes me wonder how to unwrap it properly as most tuts end up with a lot of loose pieces, is that the correct way to go about it? If so how do you get to match it nicely.
Also, the beveled holes on the gun and other parts like that, would it be best to detatch them in unwrap or still leave it connected to the round base of the gun? I can't imagine I can texture it properly if it's detached in unwrap if i'm using lots of detail, it would be a pain in the butt to match it all.

Here's a temp render of the robot so far, dont pay any attention to the crappy smoke map texture lol (2nd pic you can see the old propulsion system that was on there). Also the angle/perspective makes it look like the neck and arms look a lot smaller then they are as you can see in the 2nd pic.

The glow on the antigrav things and the gun needs to glow more, I tried to get it to light up the air around it too but couldnt find out how to do that, so some advice on that would be nice too. I'm rendering it with Mentalray and the glow I currently use is a mental ray glow (lume) shader.

edit: I also wonder if it's good practice to first rig your model then texture or is it better to do it the other way around.

edit2: Didn't realise the holes in the gun I was talking about are not really visible on these pics so here's a pic from the old thread where you can see them properly.


read 1244 times
8/23/2009 2:04:48 PM (last edit: 8/23/2009 2:17:02 PM)
show user profile  NLGFX_ger
very nice concept =) I like it...
skype: oli_at_home
read 1228 times
8/23/2009 2:20:27 PM (last edit: 8/23/2009 2:20:27 PM)
show user profile  BLoSk
Thanks man.
To think I started working on this one about 3 or 4 years ago lol, and I still donĀ“t seem to have all the skills I need to finish it hehe (If I go for unwrapping and not simply use procedural mats)


read 1162 times
8/24/2009 11:09:23 AM (last edit: 8/24/2009 11:09:23 AM)
show user profile  BLoSk
Tried unwrapping again. Bad if you ask me, but I have no idea how to do it any better, so all tips are very welcome. (didnt finish as I suspect I have to start over, but I don't think theres much more I can stitch together without anything distorting)
If this might be an ok way to have this one unwrapped, then I really can't understand how I should make all edges of seperate unwrapped parts to match nicely with the textures without any seams. I can think of some tricks but I think it will be a LOT of trial and error that way, and I don't think I can pull it off with all parts.


read 1139 times
8/24/2009 9:26:03 PM (last edit: 8/24/2009 9:49:52 PM)
show user profile  BLoSk
Decided to first try the head as it seems to be an easier shape to unwrap and texture.
Here's what i got unwrapped, does it look anything near decent or you think it can be done way better?
The parts of the sphere shape need to be redone as theres too much stretching going on now and I realise theres empty space I can use, I didnt bother packing the uvs decently as I'm pretty sure i'm going to redo it anyway.

and a quick try at some texturing.


read 1064 times
8/28/2009 11:49:45 AM (last edit: 8/28/2009 11:50:15 AM)
show user profile  BLoSk
I am stuck, I started unwrapping a part that has turbosmooth on it and now I finished I find out the turbosmooth is messing with the mapping. (got the turbosmooth modifier on top of the unwrap)
I am not supposed to unwrap the thing with turbosmooth already on it am I?
Help please...


read 967 times
9/4/2009 11:29:05 PM (last edit: 9/4/2009 11:29:29 PM)
show user profile  horizon
General rule is not to unwrap the already smoothed model, yeah.
How exactly is the smooth messing the unwrap? Post a pic of the unsmoothed and smoothed wires, and the textured reder or screen.
My guess would be you did something wrong in the low poly cage

read 927 times
9/5/2009 11:45:27 AM (last edit: 9/5/2009 11:45:27 AM)
show user profile  BLoSk
Thanks for the reply horizon.

I hope this pic makes it clear, the bottom part is unsmoothed, top part is turbosmoothed, 2 iterations, with isoline display, hope you didnt want to see smoothed without isoline.

As you can see the white 'line' painted right besides the seam in the middle is shifting a bit to the left when smoothed.


read 895 times
9/5/2009 10:38:38 PM (last edit: 9/5/2009 10:38:38 PM)
show user profile  BLoSk
What am i doing wrong here.
bottom part is edit poly with uvw unwrap on top of it, top part has turbosmooth added on top of that. I was under the impression the uvw coordinates would not be manipulated by the turbosmooth but apparently I was wrong.


read 831 times
9/8/2009 3:28:51 PM (last edit: 9/8/2009 3:28:51 PM)
show user profile  Stianbl
The thing is; when you add a uvw, and then a smooth, the texture is kind of "baked" on the surface, and then smoothed out so it moves along with the surface it sits on. At least thats what I think.

So you are doing it right.

If you where to unwrap it after the turbosmooth you would have a lot of polys in your unwrap window.

Hope this cleares something up, or maybe I missunderstod the question :) (or I'm probably maybe wrong)

EDIT: when I read my reply again, I dont know if "baked" is the right word to use. Was thinking in norwegian :P But what I meant was that the texture becomes a part of the surface, so that when you smooth it out after the uvw unwrapper is added, you will also smooth the texture with it (it follows the surface).

read 824 times
9/8/2009 3:41:04 PM (last edit: 9/8/2009 3:42:58 PM)
show user profile  BLoSk
Woah fast reply.
Baked sounds plausible, and afaik it IS called baked.

If you where to unwrap it after the turbosmooth you would have a lot of polys in your unwrap window.
Indeed, same as I thought. That's why I added it before the turbosmooth.

I suppose you didn't understand my problem fully, Apparently the texture indeed is baked on the mesh before the turbosmooth so the turbosmooth stretches it, as the texture is stuck on the mesh and stretches with it.
I DON'T want it to stretch and the only sollution I can think of is unwrapping it after turbosmooth, which seems to be retarded as it become waaay to much polys to unwrap for such a relative simple object.
So I wonder how to let the unwrap not stretch so it's positioned exactly the same on the lowpoly mesh as it is turbosmoothed.

Thanks for the fast reply though.


read 815 times
9/8/2009 3:58:00 PM (last edit: 9/8/2009 3:58:17 PM)
show user profile  Stianbl
Hmm.. I dont know too much about the unwraping. But cant you just compensate for the stretching?

If not, you could try and add the uvw after the smooth. Yes, would be a lot of polys to work with in the uvw, but it would be as you want it to be.

I had the same problem with a golf field I made. Added noise and stuff to it, to make it a bit random, and smoothed it. And in the midle I had a hole. When I added the texture the hole got smoothed out over the gound. The way I "fixed" that problem was by editing the textures a littlebit untill it was as I wanted it to be. (so, acording to the texture it was a bit off, but when it got smoothed it was ok.)

Anyways, I'm not the one to answer this. I think it's strange noone else have given you a clear answer yet, as there are a lot of folks that know this a LOT better than me.

Anyways, good luck :)

read 793 times
9/9/2009 2:17:58 AM (last edit: 9/9/2009 2:17:58 AM)
show user profile  apocalypse98
When turbosmoothed, your egdes where the geometry get chamfered get shifted a little bit. While unwarping the lowpoly version, those polygons (polygons at the chamfered edge i hope u get what i mean) are very small. So to avoid the problem, i have a tempolary fix by making those polygons larger when unwarping the lowpoly version, so when smoothed, they have enough space. But i dont think it's a really good approach. Some professional here should have a better answer.
read 772 times
9/9/2009 5:35:10 AM (last edit: 9/9/2009 5:35:10 AM)
show user profile  Dave
I actually encounter this same problem every time I unwrap a model that's to be sub-divided. Annoyingly (as I do it so little) I always forget how I correct it.

HOWEVER! I know Grotey knows... so send out the bat/fronat signal to the skies.

"I flew over Egypt once"

read 766 times
9/9/2009 5:47:06 AM (last edit: 9/9/2009 5:47:06 AM)
show user profile  Erm Kahoff


If everyone around you is panicking and you are calm, perhaps you haven't fully grasped the situation

read 759 times
9/9/2009 6:03:49 AM (last edit: 9/9/2009 6:03:49 AM)
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