UV-Mapping! Created 18 years ago2006-04-20 19:04:49 UTC by Unbreakable Unbreakable

Created 18 years ago2006-04-20 19:04:49 UTC by Unbreakable Unbreakable

Posted 18 years ago2006-04-20 19:04:49 UTC Post #175697
I finally learned how to UV-Map guys! Yea.. that means, there'll be alot of new models coming from me into Half-Life! :D First project I'm working on is a 6-7 piece Military boat.
This is it's work in progress! First picture is'nt anything much. Just the first main part of the boat.
Name: loft.mdl
Polies: 1142
User posted image
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2006-04-20 19:17:12 UTC Post #175699
I've used LithUnwrap a few times, but found it wasting a lot of space on the texture area. I still skin by hand for that reason (which isn't the most difficult part of skinning for me, as the skins themselves usually take the most time ;)).

Looks like a nice boat, though pretty high-poly for an essentially simple shape. How large will that boat be in a map?
Posted 18 years ago2006-04-20 19:26:58 UTC Post #175700
1:1 Scale So it will be scaled to the best suited size comparing the player model, to a living being. :)
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2006-04-20 19:46:29 UTC Post #175704
too many poly's. You seem like you would be better modeling for source :)
Posted 18 years ago2006-04-20 21:06:20 UTC Post #175708
You don't need all those top face polys ;x - If you're not deforming the shape or whatever (HL1 wont get detailed shadows on it anyway so no need to do the source-vertex-lighting-workaround) then you could just use one poly, two tris on it instead. Same with side faces. Other than that, good luck, uv mapping is a bitch sometimes.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-04-20 21:17:03 UTC Post #175714
Yeah, I know what you mean... when I first made the model, I was'nt thinking about putting it into half-life.. ...perhaps I'll reduce them later on. At the moment, most of the UV-mapping is done for the boat.. more pics will be up tomorrow.. However, I'm going to need some help animating.. I got a simple idle animation for the antennas, but it pauses my pc when it hits a certain frame.. doesn't matter if its in Milkshape, HLMV, or in half-life.. it's kinda wierd, I'll upload the part once it's complete. :
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2006-04-20 23:21:54 UTC Post #175729
I laugh at you and go play with blender.

painless UV mapping
Posted 18 years ago2006-04-21 00:44:55 UTC Post #175740
deep uv ftw
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-04-21 10:35:40 UTC Post #175832
Lithunwrap doesnt waste space, you need to do everything manualy, in every UVmap program actualy. There is no such thing as automatic UVmapping.

Good to see your getting along with it Unbreakable!

But remember, you cant optimize the model anymore and retaining your UV coordinates at the same time.
Posted 18 years ago2006-04-21 10:38:39 UTC Post #175836
I should really start learning UV mapping...I'm just so god damn lazy...Good work Unb.
Habboi HabboiSticky White Love Glue
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