New TestMap!
Thats right! I uploaded a little something that I have been using for some time now. If you have done any serious image based texturing at all you will know that a checker board pattern alone can help tremnedously while layingout those dreaded UV's. But what about those UV's that have been flipped by your favorite 3D package? For that you need something a little more advanced (or with a little more information that is) , unless ofcourse you dont mind that carefully crafted license plate texture on your latest car model reading backwards for all the world to see. So, I offer you my latest and greatest TestMap. Now, you may be wondering why mine is grayscale while others you have been seeing around the web are all fancy shmancy color ones....well..heres the deal, color versions help to aid you in tweaking diffuse levels (or the relationship between your materials and the light within the scene) however I have found that this just wastes time since you will most likely (hopefully) be using a diffuse map, so, all you should be worrying about when laying out UV's is laying out UV's (and ofcourse the rez at which the specified area will be accomadating the screen within a shot). What you should NOT be worrying about is colors, brightness, materials, and so on. For that reason I use a grayscale. Also, I personally hate watermarks, so, I left out link's and copyrights to my site to avoide distracting you while you work...all I ask is that you let people know where you got it. Ok, enough jibber-jabber! The TestMap can be downloaded by first clicking the "TestMap" link below, and then right clicking on the image that pops up and selcting "save as". I will be keeping this little bugger in the resources section as well so dont worry if you lose it on that 300+ GB hard drive.
Click here for new TestMap.
Last but not least the WORM beauty shot should be done this afternoon. Once thats good to go I will be going through and cranking out the entire render of the opening shot. That should take the computer about a week to knock out so while its doing that I will be on my other machine animating (both for school and for the WORM). Its going to be a very busy semester.
Last but not least the WORM beauty shot should be done this afternoon. Once thats good to go I will be going through and cranking out the entire render of the opening shot. That should take the computer about a week to knock out so while its doing that I will be on my other machine animating (both for school and for the WORM). Its going to be a very busy semester.



6 Comments:
Love the new map man. Much easier on the eyes. And based on the few renders I've seen fot the WORM Project, I think that it is really goona nlow people away. Keep up the hard work.
Shweeet! Its good to hear when someone else finds something of yours useful...kinda makes you feel like your not so crazy afterall...lol! Then again you and I have the same approach to texturing so maybe we're both crazy. LOL! Nah. As for the WORM, yeah...she's smokin' through the ol' dual processor machine right now. Its funny, the branches are a back breaker while the truck and the rest of the environment (including the grass) are just fine...lol! Before doing anything in the branch file I run little tests using cubes and spheres on the other machine because even TRYING something on the actual scene file could take hours which at this point is too costly. Anyways, time for bed...first day of school tommorow (refer to Adam Sandlers "Back to school" song). Cant wait to wake up tommorow and look at all the solid black renders before I head to the city...hehe! Hopefully not....I think I pretty much hit all the steps on the ol' checklist.
Cool! Thanks for the map. I'm kinda the opposite of you. You went from Blender to Maya. I'm going from Maya to Blender.... when I have free time that is. I really just like working on low-poly stuff and I want to eventually do different stuff with the models i make, not just render them. So, because of this, I don't wanna use Maya PLE anymore. With Blender, I can make my models, and import them into Maya if I wanna do animation, or export them out into .X files for Direct X games, or even just a .obj for any other miscellanous thing.
So, right now i'm learning to use Blender. It's pretty cool. Maybe when I get out of school and am able to afford a Top-Of-The-Line computer and the 3D software to run on it, I'll get back into Maya (or maybe XSI), but until then, Blender fits my price range as well as my computer specs (I'm still running a P3 866Mhz)
Blender is a great app. I hate to sound so cliche' but it really comes down to the user. There is no doubt in my mind that you will get what you want out of the ol' girl...both apps have a great set of tools...Maya has alot more features but there is a good chance you wont be using any of them during your first 5 years of 3D. You might want to take a look at wings as well (free 3D modeling app)...not too familiar with it myself but I recall alot of people in the Blender community importing their models from that package...I always used Blender...I can still remember how fast I use to model things. Man was it shweet. Try the Sub-D's...they are money...all of the poly tricks work with em'...alot nicer than Maya's Sub-D's. Anyways, good luck and let me know if you have any questions (especially in regards to the interface which I'm sure you will).
Thanks. If i have any questions, I will ask. Oh, and wings3d... yeah, I've already used it. The one thing that gets on my nerves about it, is that you cannot have an open-sided polygon (i.e. create a cube and delete one side).
Man that sucks. Yeah, I think most of the hype was based off of the fact that it was one of the only apps to have edge lopping tools at the time which is pretty much the standard now. I also heard that it was nice because it was just a modeling app so there wasnt all that extra overhead/baggage that comes with the all-in-one apps.
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