View Full Version : Texture [Request] Looking for Model Texturer(s)
08-20-2009, 06:39 PM
Im looking for someone(s) who is willing to work with me get textures done for models that I produce, since my photoshop skills are less than average. There is no real deadline or anything like that. Sometime Ill just give an idea as to what I want and you can expand upon it or do whatever you like. Ill provide a uv map and if that doesn't work out with just that, ill give you a copy of the objs.
You won't have to turn them into vmt and/or vtfs, but if you can that would be great, since Im not very good with that either because i have a knack of making the file sizes bigger than I should or want.
Credit it goes to whoever makes the texture and all that good stuff.
Naturally I want to get the best person(s) I can, but I am always open to people who are starting and want to gain experience. So I guess experience wanted, beginners accepted.
Post if your interested, of have questions.
08-20-2009, 07:06 PM
Are there any shots of what we may be skinning, just to give us a general idea?
I've done a lot of photoshop, but nothing like this before. Perhaps a little 'task' for us to do to 'qualify'?
I'd happily have a go at it, but I couldn't guarantee to provide 'perfect' results for everything.
08-21-2009, 08:21 AM
Well as of now there would be a model that needs a brand new texture from scratch, and another that would just be skinning.
For example right now, I remade my potato sack models but, im really dissatisfied with the texture.
The one that needs skinning, im trying to keep under wraps. If your someone who has done skins before and really knows how to do them well, by all means let me know and ill give you some info.
08-21-2009, 08:26 AM
come on, you mystery-monger, tell us what it is :D
why not release the potatoe sack SDK !
anyways, i'd like to give the sack a try :)
08-21-2009, 04:00 PM
I suppose for this model, anyone can do it. If for some reason we have like 2 people who texture it, we can always add them to the models as skin to give more options to the mapper. Most of these models will be for the community, not for myself so there is no time limit or anything like that, unless the model is offically posted because it found a texture.
So this is the potatosack. It contains an obj for referencing, a uv screenshot/outline and what a jpg of what I originally had. (note that what I have does not fit the UV)
For this model I really just texturer to do what they like with it. It's a potatobag so theirs plenty of references online, so do what you like with it. The only thing I really want is what the Mann Co. Logo and "Potatos" Not "Potatoes"
THanKs, and plz don't steal my models >< their for the community!
08-22-2009, 02:14 AM
08-22-2009, 11:29 AM
My goodness that's fantastic! That's way beyond what I could have ever tried to accomplish.:rolleyes: Can you send meh a zip with it?
You did a really nice job on that.
Out of curiosity, how was the difficulty? Was the UV map ok or did you run into trouble?
08-22-2009, 12:43 PM
I remapped the UV so the texture would look continuous around the edges. Ill just pm you the zip. I adjusted the colors and added normals and I think I might have slightly changed the low poly model...
I'll just send you the .smd's/.qc and the .vtf's/.vmt. The scale needs adjusted in the .qc... lol
08-22-2009, 01:05 PM
@ Cerulean: great work !
ha, man im slow :D
also reworked the uv's for you and did some sloppy painting :)
because you had many many visible texture seams, that would look not so good ingame.
but modeling-wise you did an awesome job. very clean and organic look-topnotch !
also i tried to illustrate a bit, what i changed on the uv's for you:
08-22-2009, 02:45 PM
Wow, Im really greatful everything turned out great, and you both went above and beyond which is something I wasn't expecting.
@ Cerulean: I never expected you to turn the models into smds, but not Im glad you did because you used a few more thing in your qc and vmt that I never would have thought of so thanks for that.
@Acumen: I didn't know about that with Uv mapping and im glad that you gave me an example and such and now I'll start making better/cleaner UV maps.
Acumen if you give me your texture, im gladly add it as a skin for the model, since your looks newer while Ceruleans looks a bit more worn out. I figure having both would allow people to have more options with the model.
Lastly, I still have a couple more potato sacks for example one that that is laying flat and a version that has several stacked up. Ill add these later, hopefully today and im hoping you two are still willing to work with me. I'm very appreciative of your efforts.
08-22-2009, 03:09 PM
yeh, well the problem is, that you can't use this texture with your model since the uvmaps are different (and i also added a line of vertices on each side for better uvmapping). and Cerulean's are as well different. you will need to figure out a way to use both, if you want to ^^
the less uv seams the better.
also on a side note. i would not have deleted the lower part of the sack. would have left more freedom when you place the prop in a map. and i'd modeled the inside with some polies, so you can't see through. i know source supports double sided polygons, but just to give the model more volume i'd model the inside.
maybe you might consider reworking the model a bit and release it with the new learned uvmaps ;)
anyways, here's my version (texture and obj.file included):
08-22-2009, 04:12 PM
thanks for the input and I agree, with the bottom, luckly i have it backed up before I did that. And ill revise the UV and do some editing on the model and give it's bottom back, ill think about the volume factor, the only reason I didnt have it was so I wouldnt complicate the UV, but I imagine it could be overlapped on the texture so we'll see. I just feel bad since you both worked on it, only for it to go through another edit >< sorry.
While I work on that, this model is done if you would like to texture it. I added a uv much like the one you showed Acumen, so I hope it's alot simpler.
08-22-2009, 05:40 PM
I scrapped mine and just added a normal to Acumens... (I've been playing with / practicing my normal mapping).
Loaded it up in game with a scale of 12... result:
Hole in bottom makes that light show between shadow/sack. And maybe bevel the top edge of the sack so its not so sharp.
08-22-2009, 05:43 PM
yeeeh, i know how your potato sack looks:P
08-22-2009, 05:49 PM
thanks cerulean, Ill definitly mess around with it. Im gonna replace the bottem and ill start adding a little more detail with bevel.
08-23-2009, 04:31 AM
you're almost there, SiniStarR.
i hope you really don't mind, but i reworked the uv's a bit again and made a small illustration again. Basically you did it all right on your uv's - just straigthen it up a bit next time. But your model could need some cleanup this time.
Also, the potato sack2 has a distinctively different shape than the open one - is that on purpose ? :)
because it's quite thin and looks more like a flour sack ? I'd just make a flour sack out of it :D
Here's the obj and textures, so you can take a look and compare the two model versions.
I have another question, what program are you using ?
Since potatoes are rather large and non-granular, I think the top corners of the sacks will tend to get indented, dog-eared, etc. The smallest potato probably (small potatoes exist) won't fit within the corner to make it "sharp".
But that's just my obsessive-compulsive behavior that's been keeping me doing a berjillion recompile-and-tweak cycles today, never mind :p
08-23-2009, 09:31 AM
>< So close! Damn and that took a while with just Maya Uv editer. What program are you using to make these uv's? Are you doing them manually or your program capable of unwrapping it like that? While I love Maya as a modelling program, I will admit uv mapping the way you want it is quite a challenge to say the least.
Ya this was suppose to be a closed sack of potatoes but it does look a tad small, so making it into a flour bag isn't a bad idea. Im goona start working on some things that don't involve potatoes after it redo the potato sack. Im gonna make a record player and I think i'll animate it too so it gives people an excuse to add a little bit of music ambiance to their level.
ya your right XD
08-23-2009, 10:04 AM
well uvmapping (almost) always involves moving some vertices around here and there, especially if they're overlapping or intersecting. a cylindrical map or whatever other mapping method only has perfect results if it really is a cylinder, you're unwrapping :)
using max with renderhjs-uvscripts.
i decided to go for planar mapping on this one. since you made the edges rather challenging i had to move all those vertices outside that were overlapping and also look for stretching and stuff. do you alreay work with a checker map ? if not, you should definately start using one. helps a ton when figuring out where there's texture distortion and what not !
08-23-2009, 11:19 AM
The wide potatoe sack looks great, the thin one not so much. it needs to be lumpier like the top one. Also for you texturers maybe add some stitching along the sides :)
08-29-2009, 07:48 PM
Man i havent posted in a while. XD
Well I decided just so I can get other models done, im not going to conitnue doing the flat potato bags.
I have the final version of the open sack. It now has it's bottom back and actually has depth inside as suggested. I also have potato models in their too. Those should be really easy. Ive done it myself but when it comes to making their size not over 2mb I fail hard.
After theses are done, I have a special project that will require not much.
Thanks for the time ppl!
08-29-2009, 10:43 PM
wrong model in zip?
08-30-2009, 06:33 PM
oh my your right im dumb. my desktop is cluttered sorry >< Here it is with the REAL obj:blushing:
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