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 Post subject: Chapter 3 Floor Buffer Texture Help
PostPosted: Fri Jan 25, 2013 9:51 pm 
Joined: Tue Jan 15, 2013 6:11 pm
Posts: 3
So I am following along with the book and I'm starting to get overwhelmed because I'm not understanding the process of what I'm doing with the 512x512 checkerboard texture. I've applied it to the lid and positioned the segments of it on the different colors as seen in the image below.

I just want to know if I'm on the right track, it then says "Continuing to use the unwrapping, tools, the rest of the buffers pad was unwrapped and also the interior sections of the lid and casing." Fig. 3.44 shows the checkerboard texture repeated in the UVW Editor.

So am I applying the checkerboard texture to different sections of the floor buffer individually, or am I making one big one? And why do some of the pieces cross over into other colors? Please explain to me what I should be doing because I'm having trouble applying what I've learned from the previous chapters to this checkerboard template.


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 Post subject: Re: Chapter 3 Floor Buffer Texture Help
PostPosted: Tue Jan 29, 2013 12:51 am 
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Joined: Sun Feb 22, 2009 1:33 pm
Posts: 4891
OK, so you just ned to unwrap the other parts of the buffer and apply the check pattern to it - then once you have the whole model unwrapped, you can start to paint the texture maps.

Unwrapping is usually considered the most tedious part of the modelling process.

If you zip up where you're at, I'll take a look at your model, and the book and double check you're where you should be and what you should do next.

You can always create a simple texture map for the parts you have unwrapped already if you wanna see it look a little more finished.

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 Post subject: Re: Chapter 3 Floor Buffer Texture Help
PostPosted: Tue Jan 29, 2013 1:02 am 
Joined: Tue Jan 15, 2013 6:11 pm
Posts: 3
I'll try what you suggested and maybe that will work, I should obviously run into some resistance lol. I'll send you my files of what I have because I'll take any help I can get to understand this process better. My classmates have been pelt mapping it with the psd file asset you have but the resolution is low. I'd like to learn it the real way. Thanks!


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 Post subject: Re: Chapter 3 Floor Buffer Texture Help
PostPosted: Tue Jan 29, 2013 1:28 am 
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Joined: Sun Feb 22, 2009 1:33 pm
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basically the idea is to create a few texture maps (or 1 map) with all the components of the buffer on. Then use box, cylindrical or planar mapping to get the pixel resolution even (so that all checker board boxes are the same size).

so select some faces > add uv mapping > planar (or whatever suits the component best) > scale/move to fit and then you just have the texture painting to do.

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http://www.3D-For-Games.com
http://www.ThePixelBullies.com


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