I then merge everything into one to make it be easier to work with. At this point I set all the surfaces to the same colour, different colour bases will show shaded hues
under the mapping further down stream, in other tools.
under the mapping further down stream, in other tools. Believe it or not, then I begin to break it down again, not by model structure but by surface normals for mapping. What I am looking for here is tow things; as flat of surface as I can find and where I want to add detail by using graphics. For instance if you know an area will have fine lettering you want a larger surface. Rather flat area of basic colour, like a diffuser, you can make it small.
Then I map the surfaces into three 1024 by 1024 files. I use BMP format because that is what is supported in the target game. In each graphic I have a small default colour, generally a flat black. I select everything and stuff it into the little colour square. This insures if I miss anything, it will be mapped to the ingame graphics and not have an extra, AC3D default material in the final package.
Working object by object I begin to map a surface to a location on the graphic. I map some
pieces, then export the UV Map, place it in the graphic, use it as a guide for the next mapping and for the final graphic detail. You can see in the sample the surfaces. There not a one to one match with an objects and I have added on layer of detail garphic, the yellow side to show what I mean. This makes it easier to "paint" the details on the car.
pieces, then export the UV Map, place it in the graphic, use it as a guide for the next mapping and for the final graphic detail. You can see in the sample the surfaces. There not a one to one match with an objects and I have added on layer of detail garphic, the yellow side to show what I mean. This makes it easier to "paint" the details on the car.I always use three BMP's. I call Primary, Secondary and Gass. I have shown the ones for the GT-R here for reference. This is a function of the restriction in the target game. Must be BMP's, square, no larger than 1024 pixels and if they are to be transparent, like the glass all on a single BMP. Seems restrictive, but thats not the worst. To export it into the format for SCGT, it is a problem for sure. More on that another day, for now I am just going to go step by step. Funny I know I have written about mapping before but each time I do it, because I start and
stop, I relearn and learn new things a lot of the time. Maybe one day I will stop re-inventing the wheel.
stop, I relearn and learn new things a lot of the time. Maybe one day I will stop re-inventing the wheel.Last step is, you guessed it merging it back into three objects, coresponding to to the object on a single map. At the end there are three objects, each with a single map.
You see, I just thought, I didn't resize, I will have to keep the porportions the same, or the graphics are skewed, aaaaaaaaahhhhhggggggg.
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