[WIP] The Highwind

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After fiddling around with the UVs and marking seams, I think i kind of get it now:

HWUV.jpg


I'm going to do it in pieces, what do you guys think, is that a good setup for the UV? I can rearrange it too to reduce the space between the parts.
 
unwrap the diff objects, but ultimately they should all be on the same texture block. you seem to have the basic idea down, just try to avoid the "pinchy" parts, where numerous vertices bunch up.
 
Got a bit of a problem here, everything I mirrored on the model renders inside out in game, or when viewing the model externally through biturn or Pcreator. Is there any way to fix this rather than unmirroring and modifying the piece to look right?
 
If the polies are backwards (polygons face one way, so if you look at them from behind, you see through them), you can switch that by selecting the affected polies and clicking ctrl+F, and select the first option (i forget what it says, something like flip faces). if you're not sure which ones are like that in blender, you can go into shaded mode (the little dropdown menu that you toggle through solid, wireframe, bounding box, textured  or shaded). and you'll see through the backsides of polies. alternatively i think the hotkey for that is shift or ctrl Z
 
Would it be flip normals? It seems to fix it on textured models in blender but I've yet to test ingame or in kimera at least.

EDIT: Just did the UVs for the main body, hows this?

HWUVs.jpg


Also, how would I combine all the UV's onto one image once I finish unwrapping each object?
 
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not a bad start, in the uv image editor subwindow, one of the menus (image i think) you select new - and pick uv test grid, make one, 1024x1024 is good, and show what it looks like with that. what you strive for is for all teh squares to still look like squares in the 3d view.
 
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