Game Editing > 3D Modeling & Content Creation

3D Modeling WIP Topic

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kat:
Yes, it was the same problem we discussed here. You have to do some fiddling about in your photoeditor to fix this issue.. or... hide the seam using another asset or in a deep crack or something like that (which is what Bethesda did with the caves in Oblivion).

dersaidin:
Yeah, merging it perfectly isn't worth the effort when you can just as effectively cover it or disguise it some how.

ratty redemption [RIP]:
thanks guys, and kat I now remember your previous posts. did you ever turn those into a tutorial?

in this case I don't want to tweak the textures as several of them are intended to be used on different models, so I think your suggestion of hiding the seams in cracks is the best solution. I have used that technique before with single rocks so it should be reasonably straight forward.

edit: although it was quite easily to model a deep crack in the meshes to hide the texture seam, I didn't realise the shared spec map would look wrong. as shown in the image below. I don't want to make unique spec maps so I'm going back to the previous version of the mesh and see what else I can do.

@ dersaidin, don't worry I won't spend long on the seam, and I intend to start work on the 3rd section over the next couple of days, if real life doesn't get in the way too much.

kat:
That doesn't look too bad, you might be able to 'hide' it a bit more by pulling some of the rocks out a bit so it doesn't look like a deliberate join.

I finally managed to get some time to myself to continue on with a model that I've been working on for a long time, it was going to be made for a Wolfenstein mod but as they don't look to be releasing the tools I guess I'll have to make my own game! hehe. Anywho, it's part of the suspension from WWII Bren carrier and has been the cause of mush frustration because it's such an awkward shape - the real things are cast iron iirc and the design varies depending on where and when the item was manufactured, although they all use the same cantilevered design. I still need to build the springs (the bar that runs along the top between the two arms) and some bits are fudged but it looks like it's supposed to ;o) Oh and the image below are for the highres to bake normal maps from.



ratty redemption [RIP]:
@ kat, thanks for the tips. I'm trying the tweaked uv's and image approach and getting much better results, so I don't think I'll be using those types of cracks to hide seams.

and impressive mesh work there, was it poly/box modeled or did you use curves?

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