Texturers Out there? Suggestions?

Post » Wed May 02, 2012 3:37 pm

So I got bored and Decided to at first work on a BB version of Dagoth Ur clothing and mask. There will be two versions! Half-Mask and Full mask. Also, Fully-clothed/Halfly-clothed.

You can mix max whatever which one you like.

Although, as I am not too horrible at 3D modelling, I have failed time and time again at Texturing.

So, Either I continue to Learn how or I find someone willing to Texture it for me when the time calls for it.

Either way, How does one go about texturing a single mesh, with either a unique multi-piece/designed texture or multiple textures?

As for a Teaser to the (WIP) Dagoth Ur mask, this is an idea of how it will be done! :P

As for an Idea of the creature's look I was thinkin' somewhere along the lines of this concept art; just a bit more godly however.

[img]http://klibank.files.wordpress.com/2010/08/imag0109.jpg[/img]

My Pictures of what I've done [not the finished result, but getting there] [img]http://fc05.deviantart.net/fs70/i/2012/101/8/6/dagothurmaskwip1_by_chaosgod21-d4vsnfx.jpg[/img]

Screenshot 2: [img]http://fc08.deviantart.net/fs70/i/2012/101/6/6/dagothurmaskwip2_by_chaosgod21-d4vsnlb.jpg[/img]

Screenshot3: [img]http://fc00.deviantart.net/fs71/i/2012/101/9/7/dagothurmaskwip3_by_chaosgod21-d4vsnpp.jpg[/img]

Any suggestions, opinions, e.c.t. will be welcome. And possibly some tiny-help? Not only in which manner this should be altered but new ideas on what to do.
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Mason Nevitt
 
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Post » Wed May 02, 2012 3:56 pm

-_- Is my work not good enough for the community here?
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Jesus Lopez
 
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Post » Thu May 03, 2012 3:54 am

relax!
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Jinx Sykes
 
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Post » Wed May 02, 2012 11:14 pm

I know how to create textures and the replace textures of existing meshes, but I haven't learned how to create meshes, attach or map new textures to new meshes yet.

Are you planning to make a revised version of the creature Dagoth Ur? Or, just create a player race/ clothing set based off of him while leaving the creature alone? In theory, you could still make a better bodies race while adapting Ur's existing head into a helmet, or by modifying the existing helmet. Either way is a perfectly valid project, but maybe none of the people with skills have offered their abilities because they don't know where you're going with it. Or maybe they just haven't seen your request yet...

You might check outhttp://planetelderscrolls.gamespy.com/fms/Image.php?id=73281. More of a novelty, however, than something most people would use for their story play-through. It would be interesting to see this version modified to reflect the textures used on the creature Ur's body.
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Isabell Hoffmann
 
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Post » Thu May 03, 2012 1:40 am

lol. It's hard to. I work on things and no even hardly comments. I do have to teach myself everything. I don't have the privilege of school. There my motivation and esteem on things usually comes from other people and their criticism and opinions. Which I get hardly any.

I do not complain. Most of the time. But I just hate being ignored.

Anyways, the above is what this is all about. -__-
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Rik Douglas
 
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Post » Wed May 02, 2012 7:26 pm

I know how to create textures the replace existing meshes, but I haven't learned how to create meshes, attach or map new textures to to meshes yet.

Are you planning to make a revised version of the creature Dagoth Ur? Or, just create a player race/ clothing set based off of him?

Both. At first I am working on a Revised BB version of Dagoth Ur. Then possible race/clothing based off him. [Since Westly never released any work of his on his now dead project that did what I am trying to do and no one else was willing to take on the task, I shall give it a shot. Whether I succeed or fail, is really up to all of the Intel, criticism, suggestions, and opinions of others.
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Jade Muggeridge
 
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Post » Wed May 02, 2012 10:41 pm

Too Silver-Fox-Rival: O_O When I am finished with the model that'd be AMAZING. lol. I've seen it done before, however, I am not fully understanding of it. How would you seporate the UV of a model that is made up of a single mesh, and successfully get a texture to go onto its designated areas; a texture split up like this?

[img]http://www.velebny.net/gallery/images/morrowind/_thumbs/700x700-morrowind_texture.jpg[/img]
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An Lor
 
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Post » Wed May 02, 2012 5:10 pm

Both. At first I am working on a Revised BB version of Dagoth Ur. Then possible race/clothing based off him. [Since Westly never released any work of his on his now dead project that did what I am trying to do and no one else was willing to take on the task, I shall give it a shot. Whether I succeed or fail, is really up to all of the Intel, criticism, suggestions, and opinions of others.

Its not dead (just not released in a way that completely works as desired ;) )

The mask looks good; keep it up :)
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Victor Oropeza
 
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Post » Thu May 03, 2012 4:02 am

Its not dead (just not released in a way that completely works as desired :wink: )

The mask looks good; keep it up :smile:

If I don't live and breathe, it's Westly! :D Last time I looked at the thread, it was stated as dead, so I assumed it was. BUT thank you! That means allot to me. Westly, out of modding, you've been my inspiration to Modding/3D modelling in the first place.
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Matt Bee
 
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Post » Wed May 02, 2012 8:28 pm

-_- Is my work not good enough for the community here?

It's a forum, not a chat, and one hour might just not be enough time for someone skilled to stumble upon this thread. Especially with Skyrim still being a new game, and Morrowind being 10 years old. You just sometimes need to wait longer ,even few days. Anyway, looks like folks already posted here :)(
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Ricky Meehan
 
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Post » Thu May 03, 2012 4:33 am

It's a forum, not a chat, and one hour might just not be enough time for someone skilled to stumble upon this thread. Especially with Skyrim still being a new game, and Morrowind being 10 years old. You just sometimes need to wait longer ,even few days. Anyway, looks like folks already posted here :smile:(
sorry I can be a bit impatient. Or just not used to not being ignored.
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krystal sowten
 
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Post » Thu May 03, 2012 1:16 am

Too Silver-Fox-Rival: O_O When I am finished with the model that'd be AMAZING. lol. I've seen it done before, however, I am not fully understanding of it. How would you seporate the UV of a model that is made up of a single mesh, and successfully get a texture to go onto its designated areas; a texture split up like this?

[img]http://www.velebny.net/gallery/images/morrowind/_thumbs/700x700-morrowind_texture.jpg[/img]
You'd add seams to the mesh, so that when you UV map it, the mesh will be laid out in pieces that you can place in a flat layout and have the texture split up to match the UV layout.
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Jah Allen
 
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Post » Wed May 02, 2012 4:10 pm

OOOOOH. Thanks.
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Pat RiMsey
 
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Post » Thu May 03, 2012 2:07 am

Too Silver-Fox-Rival: O_O When I am finished with the model that'd be AMAZING. lol. I've seen it done before, however, I am not fully understanding of it. How would you seporate the UV of a model that is made up of a single mesh, and successfully get a texture to go onto its designated areas; a texture split up like this?

[img]http://www.velebny.net/gallery/images/morrowind/_thumbs/700x700-morrowind_texture.jpg[/img]

There two ways to go about doing this.

1. In gimp or photoshop you can set up your textures to somethig like that by using transparency and many layers. Then back in blender, make seams using ctrl -e around the parts that need texturing. This is the easy way out and will leave your mesh with blurry texturing. The reason for that is because the texture will have to stay in the range of 1024x1024. Any highr than that and you'll risk major FPS. Given that it will take alot to render that texture along with the poly count for your mask.

2. In blender you can take and use the brush select mode to slect the parts that you want textured into separate meshes by highlighting them and using the "P" key. This way your textures will remain crisp. The UVing process will be even more easier because you are dealing with just that one texture for that particular mesh. Once you have everything UV mapped and ready for export, you select all pieces to your mesh and apply scale and rotation to every part of the mesh, then export it as a whole.


The second method is alot more work, but results are good. What I use for texture hunting are HD images. The reason for thos is rhat when you shrink them, they won't pixelate still keeping the crispness of the image eventhough it was shrunken to about half it's size. Look for images that are 1900x1080 or 1600x1200. Anything else larger will have some slight grainy effect on them depending on what was used to take the picture. Also not only does your images have to crisp, it has alot to do with [i]how[\i] you scale your UV map. If you shrink the uvs to make it fit over the texture, it will blur on you. If you scale your uv map to the outer edges of the uv editor, it will keep the texture of your model crisp. But using the shrinking uv map of a mesh can be used in different ways to your advantage too.

Especially if you want it to have a blurring effect on your model to support an idea of your own. I've done this before and came out pretty spiffy. :D
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gemma
 
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Post » Wed May 02, 2012 9:37 pm

Could You have multiple textures one mesh? By selecting groups of the faces of the mesh, and applying UV only on that selected group of faces?
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abi
 
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Post » Thu May 03, 2012 3:34 am

Yes if you want to go that route then use option 1.
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roxanna matoorah
 
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Post » Wed May 02, 2012 7:17 pm

Ah; Well, I'll have an update either tonight or later tomorrow! :D
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Jah Allen
 
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Post » Wed May 02, 2012 3:51 pm

Good luck! ;)
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Gemma Woods Illustration
 
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Post » Thu May 03, 2012 4:03 am

thank you.
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Dorian Cozens
 
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Post » Wed May 02, 2012 11:16 pm

Look for images that are 1900x1080 or 1600x1200. Anything else larger will have some slight grainy effect on them depending on what was used to take the picture.

This is quite simply not true. I like working with a base texture size of at least 2048(which I than shrink once finished). I get most of my raw stuff from cgtextures.com. As for graininess, yea, if the camera svcked, but using a regular camera for texture material is ill advised and even at best, simply wont have enough quality unless used for rather small textures.
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Nicole Coucopoulos
 
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Post » Wed May 02, 2012 3:26 pm

Updates: I changed the model around a bit. And then imported a head model to show with it, just to give an idea what it would look like. The Views are front and side views. [Two screenshot types, with a display head and without].

[Note]: The Head in the Screenshots is not the head I'll be using for Dagoth Ur BB. Of course, this was just a small-showcase to display the looks of the First Version of the mask.


Side View [no-head]: [img]http://fc08.deviantart.net/fs71/i/2012/101/b/b/dagothurmaskrevamp3_by_chaosgod21-d4vu80o.jpg[/img]

Side-Front view[No-Head: [img]http://fc06.deviantart.net/fs70/i/2012/101/5/d/dagothurmaskrevamp2_by_chaosgod21-d4vu7y4.jpg[/img]

Front-View[No-Head]: [img]http://fc00.deviantart.net/fs71/i/2012/101/c/2/dagothurmaskrevamp1_by_chaosgod21-d4vu7vj.jpg[/img]

Front-View[WithHead]: [img]http://fc02.deviantart.net/fs70/i/2012/101/5/1/dagothurmaskwipheadexample1_by_chaosgod21-d4vu7if.jpg[/img]

Side-View[With Head]: [img]http://fc07.deviantart.net/fs70/i/2012/101/a/b/dagothurmaskwipheadexample2_by_chaosgod21-d4vu7lj.jpg[/img]


Above-View[Head]: [img]http://fc01.deviantart.net/fs71/i/2012/101/d/3/dagothurmaskwipheadexample3_by_chaosgod21-d4vu7nq.jpg[/img]
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Marcus Jordan
 
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Post » Wed May 02, 2012 11:06 pm

Also, specifically for this part now, Suggestions and Criticism would be Quite thankful, almost Necessary.
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Ria dell
 
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Post » Wed May 02, 2012 9:04 pm

Also, specifically for this part now, Suggestions and Criticism would be Quite thankful, almost Necessary.

Lose the beard.
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Oceavision
 
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Post » Wed May 02, 2012 11:28 pm

Lose the beard.

That's not part of the helm; I explicitly detailed that that was merely a prop to display what the mask would look like on a head.
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Rachyroo
 
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Post » Thu May 03, 2012 5:11 am

Although I don't know much about modeling, from what I can see, it looks good!
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Laura Ellaby
 
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