SketchGroup 7.9.2012
Sup Guys!
Sorry been really busy (and sick) so I couldn't participate last week :(
How do you guys feel about texturing a tiny mesh for practise this week? Maybe a crate or a weapon or something. I'll upload an unwrapped mesh for something that we can all work on, if you guys have any suggestions for what that would be great!
Peace
Sorry been really busy (and sick) so I couldn't participate last week :(
How do you guys feel about texturing a tiny mesh for practise this week? Maybe a crate or a weapon or something. I'll upload an unwrapped mesh for something that we can all work on, if you guys have any suggestions for what that would be great!
Peace
Thanked by 1Rigormortis
Comments
I've been itching to practise painting metal. (And faces. So... a shield with a head on a pike? :P)
My suggestion is to do something like a very low poly imp/goblin model (like ~400 tris), to get a variety of interesting creature styles (fire imp, steampunk goblin, etc), but that may be a bit too much of a mission for texturing, as well as for @bevis.
Either way I am looking forward to this :3
So I don't really know what's happening, but I spent a little bit of time creating a super low-poly model that I'm offering up for us to use. I've unwrapped it too, with a bit of space left over if you want to add anything to the model yourself.
I think the idea here is that the model's super basic: the silhouette doesn't really give away a lot of information (which generally makes it a bad model :P). It's essentially a blank canvas, fairly vague, so that the real work is in the texture.
Yes-yes? :)
[ Download MGSA.obj ]
Should we just import the model into our modeling program and get a uv template from that? Or will you provide?
(But if it were really going into a game, depending on the design we might want to get the symmetrical halves of the character sharing the same texture space, and straighten some edges.)
And nice link! :D