Audi R18 2012 - Wip (no release)

Discussion in 'Vehicles' started by tommy86, May 11, 2012.

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  1. JJStrack

    JJStrack Registered

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  2. feels3

    feels3 Member Staff Member

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    Mudbox is a sculpting tool.

    It's completely different technique than poly modeling and it is using to create highly detailed characters ;)
     
  3. tommy86

    tommy86 Registered

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    My problem is to provide the best UV map to painter, not to paint directly the skin on the model ;)

    But..dunno, maybe mudbox can output an UV map after painting the skin on the car body?
     
  4. JJStrack

    JJStrack Registered

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    did you read my post?
    i talked about modelling in 3ds and only exporting to mudbox for the painting, which has to be a very good developed feature in mudbox.
    the different Autodesk products have their very specific strengths, and why not use various of those products to do your work!?
    And btw.: Mudbox is also Poly-Modelling and is used by car designers to build first models, like Claydesign Models...
     
  5. Ferrari64

    Ferrari64 Registered

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    any news?
     
  6. tommy86

    tommy86 Registered

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    It was a pretty busy weeks and had only today for working on my baby :)

    This is the UV map at this point...you think it's gonna be ok or still something to fix?
    View attachment 2579

    Thanks guys
     
  7. mianiak

    mianiak Registered

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    That wont do, you need to map it to a 2048 x 2048 square and use all of the uv space and leave about 4 pixels inbetween each uv island.
    MakingOf_Nismo.jpg
     
  8. tommy86

    tommy86 Registered

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  9. mianiak

    mianiak Registered

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    Try and keep everything lined up so that a painter just has to cut and slide things up and down to move things to other parts. and try and keep all the body parts the same size, so if you have to resize one part, make sure to resize them all.

    That uv mapping in my previous post is very busy, thats the one from the makign of nismo tutorial, this one here is a bit thinner,
    I just started unwrapping this today and its still missing a few bits, but it's a good example because it is easier to see how you want the car lined up.
    [​IMG]
     
  10. tommy86

    tommy86 Registered

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    oh ye, this is definitely a perfect uv :) i'll try to fix mine but i'm a bit in trouble with all that pieces :p

    Btw thanks for help man, really appreciate.
     
  11. mianiak

    mianiak Registered

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    Far from perfect :D, but thanks and your welcome, good luck!
     
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  12. tommy86

    tommy86 Registered

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  13. K Szczech

    K Szczech Registered

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    Best one so far. This kind of cars are really troublesome when comes to UV maps :)

    Just pay attention to this kind of errors:

    [​IMG]

    This thing is supposed to be easy to paint on. Misplaced, compressed or bent polygons don't help :)
     
  14. mianiak

    mianiak Registered

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    That's good, I don't think you could get it any better than that considering the funny curves it has. Now (after you fix up what KS pointed out) you want to start filling in the rest of the spaces with things like the underside, the headlights and taillights, the engine, suspension, wiper's etc, basically anything that is on the outside of the car that does not require transparency. These other parts don't have to be to scale because they aren't part of the main body, you just need to find a place for them where you can make them as big as possible.
     
  15. tommy86

    tommy86 Registered

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    Thanks for your help guys :)

    Last fixes and then I'll send it to painter
     
  16. MaXyM

    MaXyM Registered

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    BTW try to provide textures for headlights/taillights as big as possible. There are often a lot of details on those parts; when missing - significantly affects overall result.
     
  17. ethone

    ethone Registered

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    Yes, headlights at 4096x4096 pixels is a must. That the biggest the plugins will allow without throwing up an error message.
    There is a workaround if you wish to go for 8192x or bigger textures though, use a smaller one for exporting and just throw in the bigger one once the .gmt has been created. The sim doesn't mind, only the plugins.
     
  18. tommy86

    tommy86 Registered

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    Really?!? 4096px for headlights? Are you kidding me? :D
     
  19. Marek Lesniak

    Marek Lesniak Car Team Staff Member

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    I use 8192x1024 mirror.bmp :)
     
  20. MaXyM

    MaXyM Registered

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    I think 512 for single light cover is enough ;)
     
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