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Author Topic: Friday Update #14  (Read 652 times)
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Kama
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« on: August 10, 2008, 12:19:53 PM »

Welcome to Friday Update #14!
 
We've been having alot of fun showing what our mod is going to be like when you get your grubby little hands on it. For the next couple of weeks we thought that we'd give you a little more in-depth look on what goes on behind the scenes and how we actually make the mod. This week we decided to start off with our Texturing department. 




Texturing a character is a very important part of game design. A good texture can make or break the mesh it's applied to. An engine like half-life has limits in how high poly and detailed the mesh itself can be, so alot of the detail relies on the texture of that mesh. A good texture artist should be able to skin on little details and have them look just as good as if they had been modelled on adding a high level of detail to where there previously was none.

But I get ahead of myself. The first step to a good skin is a good skinmap. What's a skinmap? Well think of it this way. Remember in grade school when you had those pieces of paper with shapes that you cut out and then folded into 3-D cubes and triangles? Skinmapping is doing the exact opposite of that. We take a 3-D object, and then 'unwrap' it so that it's laid out flat on a surface that makes it alot easier for us to draw on.





So now you have your most important pieces done. It's time to move onto texturing. The biggest mistake that texture artists just starting out have is that they find a reference that they like and then use it to skin their model. When texturing it's important to find at least 5 different references of your character, because depending on the angle or artist drawing that character they will more than likely look different.

In the first example above you can see two pictures of Sakura's face. Each picture has decidedly different eyestyles but both are of the same character. The job of the texture artist is to take both of this refs (and any more they may be able to find) and find a happy medium that always conveys the character no matter what angle they are being viewed at.

Texturing a body in an engine like half-life is also a challenge. You have to skin the mesh in such a way that lighting will always be properly hitting it. Usually the best way to do this is just to set the light source above the mesh, and ingame it comes out nicely. Remember to skin on smaller items that wouldn't need to be modelled, as outlined in the second example.

The rest is up to practice and keeping at it. If you're looking to get seriously involved in the texturing scene search up on google for some real tutorials, and not just a rough break down of what I did here, best of luck to all of you!



Stay tuned for even more updates next week!

- The NNK team
« Last Edit: August 10, 2008, 02:08:53 PM by Kama » Logged

Baaja
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« Reply #1 on: August 10, 2008, 12:44:30 PM »

Whoa nice Kama! Thank you for that quick little tut on how you guys texture Smiley I think most of us now how it is done, but don't know how to do it still Smiley But I thank you, it was a fun read Smiley
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elcor
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WHE IT DONE!!


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« Reply #2 on: August 10, 2008, 01:05:37 PM »

oo nice tut ,and tips for texture .good update!!.great work team Kiss Kiss
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« Reply #3 on: August 10, 2008, 01:58:16 PM »

Different from what I expected but very educational!
* Prozac likes!
Nicely written kama!
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jester
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« Reply #4 on: August 10, 2008, 03:21:47 PM »

Cheers! Wink

Now I know a little about how textures work.

Does this mean this mod will be the greatest mod?
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« Reply #5 on: August 10, 2008, 03:44:41 PM »

Cheers! Wink

Now I know a little about how textures work.

Does this mean this mod will be the greatest mod?

Didn't you know that when they STARTED on it?  Shocked
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spyN
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« Reply #6 on: August 10, 2008, 05:18:17 PM »

Once again amazing.
However, I'm sorry to say but it's actually wrong design of the cube with dots on.
You know, the rules are actually that the 2 sides that are oppersite to each other have to make total count of 7.

So if there's 6 dots on the bottem, then there's only 1 dot on the top.
If there's 4 dots on the left side, then there's 3 dots on the right side, not the side next to it but the oppersite side.  Tongue
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DJ-Ready
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« Reply #7 on: August 11, 2008, 01:46:29 AM »

lol yeah ... it still works good enough as example though Tongue
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spyN
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« Reply #8 on: August 11, 2008, 04:05:23 AM »

Yeah of course it does, but it's just me who has to be mean sometimes :p
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wheres_
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« Reply #9 on: August 11, 2008, 05:19:52 AM »

How very educational Cheesy
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Shinkoru
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« Reply #10 on: August 11, 2008, 09:08:10 AM »

Not as good as the previous updates, but it works.
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« Reply #11 on: August 13, 2008, 03:31:47 AM »

nice texture teem keep going Grin
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« Reply #12 on: August 13, 2008, 01:34:38 PM »

Nice update guys, but previous updates were better :p

But continue the way you see fit, it's your game Smiley
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