tag:blogger.com,1999:blog-5126553528839813584.post1279202266205863303..comments2023-04-07T08:53:26.857+01:00Comments on A Flock of Pixels: Narrative - Space Pod Miniature - Basically ModeledAFlockOfPixelshttp://www.blogger.com/profile/05669296239837694573noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-5126553528839813584.post-5355781446832450232010-10-28T23:06:57.054+01:002010-10-28T23:06:57.054+01:00apology accepted. I love a happy ending :-)apology accepted. I love a happy ending :-)tutorphilhttps://www.blogger.com/profile/11842833126210822641noreply@blogger.comtag:blogger.com,1999:blog-5126553528839813584.post-7558659176570999482010-10-28T21:10:15.481+01:002010-10-28T21:10:15.481+01:00I'm not sure what was said here, the comment w...I'm not sure what was said here, the comment was gone before I could read it. Don't take what I say as a personal attack on yourself, i'm just offering up pointers for things that I wish people would have said to me when I was in your shoes. <br /><br />Don't worry about the apology, we all snap back at people, I have many times. I'm sure Phil can back that up. Just remember, I've been there, and i've done it, I know what it feels like.Jon Stewarthttps://www.blogger.com/profile/10313205857565854925noreply@blogger.comtag:blogger.com,1999:blog-5126553528839813584.post-3252525789068300032010-10-28T20:40:33.264+01:002010-10-28T20:40:33.264+01:00Just thought I re post what I said. (but different...Just thought I re post what I said. (but differently)<br /><br />OK a slight oversight on my part, that I fogot to un smooth preview the geometry for the wireframe.<br /><br />Also. Thanks for pointing out that the UVs look kind of unevenly allocated. Although technicaly the ball had maximum UV space. All the rest of the little objects (at the time) were outside of the UV space and far larger too. I just haddn't shrunk down them to fit in the square yet.<br /><br />I apologise again for the way I reacted previously. :(AFlockOfPixelshttps://www.blogger.com/profile/05669296239837694573noreply@blogger.comtag:blogger.com,1999:blog-5126553528839813584.post-13363405213388138362010-10-28T20:30:55.579+01:002010-10-28T20:30:55.579+01:00Sorry, been a long day. :(
I suppose I over react...Sorry, been a long day. :(<br /><br />I suppose I over reacted. I think I better delete the comment.AFlockOfPixelshttps://www.blogger.com/profile/05669296239837694573noreply@blogger.comtag:blogger.com,1999:blog-5126553528839813584.post-90918539316575440012010-10-28T19:57:20.047+01:002010-10-28T19:57:20.047+01:00This comment has been removed by the author.tutorphilhttps://www.blogger.com/profile/11842833126210822641noreply@blogger.comtag:blogger.com,1999:blog-5126553528839813584.post-7199186262902634912010-10-28T10:22:28.314+01:002010-10-28T10:22:28.314+01:00Okay, few pointers.
Wireframe:
Try to give wire...Okay, few pointers. <br /><br />Wireframe:<br /><br />Try to give wireframes on a solid Lambert model. Turn on 'Use default materials' to do this easily. Turn off SubD (Press 1 on the keyboard for this) and turn on 'wireframe on shaded'. <br /><br />UV's: Your biggest object in your model has the least amount of texture space. I can see this because of the massive checkerboard on that area and the small checker on the small parts. You have to think this through cleverly. For example : What parts are seen more, what parts are seen close to camera (storyboard should tell you these sorts of things) can I overlap certain aspects in order to save texture space? Your stands of the object go all the way around, you can't see both sides at once, so it's safe to say you can overlap the opposite sides. Most importantly, keep them in scale with the real objects. Right now you're going to have one big stretched texture on the main sphere, whilst the rest will have much more refined textures.Jon Stewarthttps://www.blogger.com/profile/10313205857565854925noreply@blogger.com