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new fun and games

Here you can discuss building custom ships, texturing and 3D modeling in Freelancer

Post Wed Oct 26, 2005 1:03 pm

new fun and games

Ok, i'm having a go at learning how to skin. I'm still not really spending loads of time with it, i just want to get the basic skills down. I know there's the "how to skin" posted by Argh, which is what i'm working from.
Here's what i've got so far. I'm using colour blocks for different levels on the model to help with the texture map so i know it looks freaky..

Notice the blue streak down the side, that isn't part of the plan. And at the very end of the ship (the nose). These seem to be parts where the UVmapper hasn't given me the geometry.
Another one from behind

Also notice the vertical line on the vertical faces, thats not part of the plan either. I'm guessing that these are also gaps in the geometry.
Most of the groups have been given a planar map. A couple at the back with the engine were given a cylindrical one.
If i had created the model from scratch, i would have separated the model into more groups as i'm guess thats the problem. Any solutions to this?
I've put up a link to look at the bitmap for the model, here:
The UV Bitmap 1024x1024

Edited by - M-A-C-E_166 on 10/26/2005 2:03:53 PM

Post Thu Oct 27, 2005 9:49 am

Mace, the body area of the texturemap tells the whole story: you're putting a planar projection through a lot've areas that are perpindicular to the projection, which naturally leads to distortion and smeared textures. This model needs to be Exploded in a modeler that supports that operation and re-grouped and re-projected.

Post Sat Dec 03, 2005 10:11 pm

What I do to fix this (assuming you are using uvmapper classic) is this.
Lets say the wings are one group and you mapped them planar to see them from the top. The edges of the wings of the wings are as Argh said perpendicular. This means that one pixel of your skin will cover the entire width of the edge. That's what's making those streaks.
After you map your wings, move them to the side and highlight only half the wing. When you drag it away you will see the line representing that perpendicular face left behind, as long as it wasn't highlighted with the rest of the wing. You can then remap that face planar using a different axis. This is kinda like using a box map but puts you more in control of how it lays out. Repeat this process for the rest of the perpendicular edges and you should be good to go.
When you do this, space get's to be an issue so what I do is focus on one area at a time. I might take the wings and map them out the way I want. When I'm done I highlight the entire group of faces and shrink them down really small. This gives me room to work on the next part of the ship. After I'm done I just grab each group and make them big again.

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