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L'atelier de Suwing http://iris2.de/forum/viewtopic.php?f=17&t=1095 |
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Author: | Suwing [ Thu Jul 19, 2007 10:23 pm ] |
Post subject: | L'atelier de Suwing |
This is my workshop ![]() I use Blender and Gimp for make items for Iris. I am newbe in this two software so my firsts items can be ugly ![]() Metal signpost origin model ![]() new model ![]() Mesh: I think it is ok and will be the release Material: For the moment i don't understand well the effect of material so it is a basical material Texture: Temporaly texture I think, I need train myself to make it |
Author: | SiENcE [ Fri Jul 20, 2007 8:05 am ] |
Post subject: | |
Good work. Nice to see people doing new Models. I can help your with materials. You should also read this part of the Ogre3D Manual: 3.1 Material Scripts -> 3.1.11 Copying Materials http://www.ogre3d.org/docs/manual/manua ... C_Contents If you want to contribute, please use our Upload Form: http://ghoulsblade.schattenkind.net/iris/upload.php For Texturemapping, you should generate a good UVMap, than choose a Metal Texture and apply the UVMap to this Texture. But i think you already did it. If you submit something, please put all files in a Zip-Archive (not 7-Zip): -Original 3ds/maya or blender file -raw Texture (png,bmp or...) -Ogre *.mesh or *.mesh.xml -Material File optional: -Texture as DDS Keep on good work! ![]() |
Author: | Suwing [ Fri Jul 20, 2007 9:05 am ] |
Post subject: | |
Thank you for the link I will read it. Yes of course I will use the upload.php but I need before read the difference betwen license ![]() Yes I use UVMap but I don't know I think my texture is to weight. 512*512 and 571ko for this small item is not good I think. |
Author: | SiENcE [ Fri Jul 20, 2007 11:11 am ] |
Post subject: | |
Yes of couse. You should use one Texture (512x512) for more than one Item. Thats why i mentioned UVMapping. looks like this: http://iris2.de/index.php/Ideas_and_Not ... as_support We already have too many small textures (thats no good for 3d performance) and new models should reuse existing textures (/models/textures/*.png) or use combined textures. You can also rework existing textures, but than you have to consider several things: -Coloring must be the same -No lighter no darker -Size can vary -"aspect ratio" must be the same -always check all existing models using this texture |
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