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Doppe

Better textures

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Hi everyone! My first post in here, and of course it is a question. Here we go: So my textures for my model's are ugly. If you want to have a look, here's my Ceska Zbrojovka 452 22.LR rifle http://files.filefront.com//;6973693;;/. And as you can see, the textures are UGLY. So, does evebody know how can i get better textures? Oh, and sorry, i cant do a link yet in these forums.

P.S. Almost forgot, sorry for my bad english; im from Finland.

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Euh, maybe me, but the pbo contents (riffle) isn't same as that latest picture link (pistol).

Anyway, well i don't want to break you but that pbo texture and model (and especially mapping) is a bit crappy to say the least. No offence since i suppose you are pretty new to modeling/texturing so everybody needs to start somewhere.

Model could be made a bit better (smoother) etc..but at least you will need to learn to unwrap most of your riffle parts in order to get a better result. A plane side textures just can't do the trick.

Hope you understand it a bit and you understand it takes more than a single plane texture to make it look realistic. Hard to quickly explain how to best do this all, but there are enough tutorials on the net that can help you learn some more basic stuff to get better maps and end result. Good luck.

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i actually meant a picture of your model not hte original weapons lol

but anyway

yea i think dasquade´s right

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Model could be made a bit better (smoother) etc..but at least you will need to learn to unwrap most of your riffle parts in order to get a better result. A plane side textures just can't do the trick.

Hope you understand it a bit and you understand it takes more than a single plane texture to make it look realistic. Hard to quickly explain how to best do this all, but there are enough tutorials on the net that can help you learn some more basic stuff to get better maps and end result.

I'll have a go with pictures (pictures are not limited by a language barrier or technical terms):

Quote[/b] ]The following steps are important when mapping a model. They are the difference between a good

map and a professional map:

1. Make sure everything is scaled in a way that resembles reality (so if something is 3 inches

in real life and another part is 1 inch, then that 3:1 ratio needs to be there in your map as well).

2. Make sure that when you do (i.e.) a round shape, you actually stretch the surfaces to make them

even (otherwise it will stretch and look ugly). When you map it, it comes out like it would look when

looking at the actual weapon from the side, so if we were doing a 2D game, it would look fine, but of

course we are working in 3D, and we need to map all sides evenly.

[Pic #1]

[Pic #2]

[Pic #3]

[Pic #4]

[Pic #5]

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