30th June 2006, 01:45 PM | #31 |
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Re: the new StarStreaker is out.
I basically manipulated my own model to get what I wanted. well I mean I know 36 methods on model ship building I can't go wrong. nor can I fail.
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30th June 2006, 05:20 PM | #32 |
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Re: the new StarStreaker is out.
night,
All you need to learn now is texture principals. Then you can add more details without adding more polygons. Using material colors only leaves the model looking unfinished. |
30th June 2006, 05:26 PM | #33 |
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Re: the new StarStreaker is out.
texture princibles. hmmmm I do need to work on texture. but I dont have the nessaracy programes out there to uv map my models. also another thing I need to learn is how to use the uvmapper.
anyways whats this texture princible I hear you say. this would indeed prove a usefull insight into finishing my projects. note. of course my project is unfinished it is only 50% completed. I am working on getting it finished. |
30th June 2006, 10:57 PM | #34 |
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Re: the new StarStreaker is out.
First, Get yourself a copy of Photoshop, Paintshop Pro, or Gimp(free). This will allow you to make your own textures. You can also use textures you find on the web or even photographs of the real thing.
Second, you then lay out your textures and map the image onto the model. Other programs will even let you paint directly onto the model and create your UV map on the fly. (Most are pricey) Another technique is to make a universal texture map that repeats often on the model. Then you can map the texture as you go. This is time consuming, but often creates a much smaller texture map. There are many techniques out there for mapping textures. You just need to play around with the options and see which one best fits your needs, and models, the best. Search the web and take a look at some of the 3d modeling sites that have tutorials on them. The programs are different, but the concepts are the same. |
30th June 2006, 11:27 PM | #35 |
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Re: the new StarStreaker is out.
ooh okay. has anyone here ever used a programm called uv mapper.
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