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Re: Lambo - gallardo (low poly)
i would post the uv map , and texture , but there huge files 2048 x 2048 , to try and get the text to not looks pixely. donno if thats why way to go or not.
but ill host them on photobucket and past links. http://i14.photobucket.com/albums/a3...ardo/skin2.jpg http://i14.photobucket.com/albums/a3...do/uv-map2.jpg |
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Re: Lambo - gallardo (low poly)
I correct myself: the uv map needs a lot of improvement actually.
First have a look arond, there's another WIP Gallardo beeing posted here on the forums and the author also showed his uv-layout here. You may want to get yourself some inspiration there. Other than that, It's a common rule to uv-mappng to try not to squish or deform any parts of the car in the uv-map. It's also a bad idea to overlay parts unless they are symmetrical and don't require assymetric txexturing. (ie in most cases you can _not_ overlay both sides of the car because one side usually has the fulel tank cap). You can do a simple test to assure, if your mapping is good: create a checkboard texture and put it onto the car. If the texture square are still evenly sized squares when the texture is applied, your mapping is good (although some parts usually require to have them mapped a bit bigger for the sake of detail, like lights and stuff). I hope this helps you a little bit. |
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Re: Lambo - gallardo (low poly)
Hm.... well this is not a gallardo but it shoudl do as an example.
http://forum.rscnet.org/showpost.php...&postcount=111 You can see how I unwrapped my 6 series there. |
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