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A Little House

 
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Alovon
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Joined: 21 Jul 2011
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PostPosted: Fri Aug 09, 2013 3:38 pm    Post subject: A Little House Reply with quote

No texturing or anything. I'm still complete crap at that, but I thought it would be fun to give DeleD a go again. It's been a little bit, so hello! Smile






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Jeroen
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PostPosted: Fri Aug 09, 2013 4:14 pm    Post subject: Reply with quote

Hey that's a goodlooking little house there! It has a fantasy look-and-feel, which I like very much. I'd love to see this textured and lightmapped. Very Happy
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granada
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PostPosted: Fri Aug 09, 2013 5:28 pm    Post subject: Reply with quote

Thats a cool shape,would look good textured Smile .

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Alovon
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PostPosted: Sat Aug 10, 2013 6:19 am    Post subject: Reply with quote

Alright, so this is only my second attempt at texture mapping, and it came out so-so. Any tips?


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Jeroen
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PostPosted: Sat Aug 10, 2013 8:10 am    Post subject: Reply with quote

Very nice for just a second attempt!

As this has a cartoony look-and-feel to it, check out this picture by Elementrix for inspiration:

http://delgine.com/gallery/viewImage.php?id=156&author=Elementrix&description=Cartoony%20Island
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AWM Mars
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PostPosted: Sun Aug 18, 2013 7:15 am    Post subject: Reply with quote

The reason why you have some issues with the texturing and lightmapping is the polygon shapes/sizes. It looks like you have optimised the model, which while reducing polygon size, they also make polygon variety in size and shape, a pain for the lightmapping engine to cope with.

Do you have a version, pre-optimised?
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CC
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Joined: 26 Nov 2010
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PostPosted: Sun Aug 18, 2013 5:23 pm    Post subject: Reply with quote

I generally select the polygons that I want the same texture, select face mode, Gen UV, and hit OK. Then I scale and rotate to fit while still in face mode.
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Alovon
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PostPosted: Tue Aug 20, 2013 9:28 am    Post subject: Reply with quote

Is there any way to blur a texture less when using a tiny texture? To keep it more pixelated? I've seen some really cool toony styles and I really like the retro pixel look, and I'd like to keep that in my work. Is that just how deled renders textures, or what?
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AWM Mars
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PostPosted: Tue Aug 20, 2013 7:01 pm    Post subject: Reply with quote

You can apply a Pixilation filter to the texture, before you import it into DeleD. Most programmes have that filter.
DeleD only renders the texture 'as is'.
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AWM Mars
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PostPosted: Tue Aug 20, 2013 7:03 pm    Post subject: Reply with quote

CC wrote:
I generally select the polygons that I want the same texture, select face mode, Gen UV, and hit OK. Then I scale and rotate to fit while still in face mode.

Yeah, that's standard, but the issue with the optimising function, is that it leaves polygons at different shapes and sizes, which the shadow mapping finds hard to cope with, given the resolutions, making them either coarse in some areas, and really fine in others. This is evident around the windows in the rendered model.
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Alovon
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PostPosted: Wed Aug 21, 2013 12:49 pm    Post subject: Reply with quote

Here we go. Getting a bit better at this. Not too detailed, but I really wanted that toony pixely goodness. This was a 32x32 texture scaled up to 2048x2048 (a bit excessive, but it makes it clearer in the UV editor) I really like the look.

8 DeleD world units = 1 pixel (roughly) which made the mapping SO much easier in my opinion. Is there any UV editor with an align to grid option? That would be a glorious innovation! Anyway, back to experimenting! Peace!
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