[Model] Afghan house render
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Jarek Mace
- Posts: 209
- Joined: 2005-11-20 04:36
The texturing is done by face, select the faces, convert to UV, automatic map, stitch any pieces together that get broken away then position them over the texture pallette area required.
For that hut I would select the wall faces for example (detail texture/layer), stitch them together into a long strip then position them over the wall area of the texture pallette.
Tile the wall texture lengthways on the pallette.
you need 3 uv sets for a 3 layer shader.
The textures (shaders) you can view like layered shaders if you have ever used them in 3D. eg Renderman style or photoshop layers.
One smaller res for base colour, a semi greyscale (or full colour works if you brighten up the colour bitmap) for detail, and generate a normals map from the detail bitmap (is a few normals tuts online) I am still experimenting with texture usage.
I'm using maya btw so a little translation will be needed.
For that hut I would select the wall faces for example (detail texture/layer), stitch them together into a long strip then position them over the wall area of the texture pallette.
Tile the wall texture lengthways on the pallette.
you need 3 uv sets for a 3 layer shader.
The textures (shaders) you can view like layered shaders if you have ever used them in 3D. eg Renderman style or photoshop layers.
One smaller res for base colour, a semi greyscale (or full colour works if you brighten up the colour bitmap) for detail, and generate a normals map from the detail bitmap (is a few normals tuts online) I am still experimenting with texture usage.
I'm using maya btw so a little translation will be needed.
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Jarek Mace
- Posts: 209
- Joined: 2005-11-20 04:36
Dunno if this will help you
You need 3 lod's (thats 3 versions of the same mesh with lowering poly counts)
3 collision meshes named col0 col1 col2 (I think is a capital C for max)
1 for projectiles, one for player and one for vehicles (optional extra for AI)
You add shaders (basic lambert) with a name to areas you want to be metal concrete etc to the collision 0 mesh (col0) (thanks Jarlief)
You need 3 lod's (thats 3 versions of the same mesh with lowering poly counts)
3 collision meshes named col0 col1 col2 (I think is a capital C for max)
1 for projectiles, one for player and one for vehicles (optional extra for AI)
You add shaders (basic lambert) with a name to areas you want to be metal concrete etc to the collision 0 mesh (col0) (thanks Jarlief)
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Maxfragg
- Posts: 2122
- Joined: 2007-01-02 22:10



